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TIGSource ForumsDeveloperDesignRules Of Game Design aka THE TUTORIAL THREAD
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Author Topic: Rules Of Game Design aka THE TUTORIAL THREAD  (Read 11463 times)
Zaratustra
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« Reply #60 on: December 21, 2008, 08:51:27 PM »

Someone once complained about the lack of tutorial for Tumbledrop.  I thought allowing the player to try the level, and succeed/fail based upon the very limited input options, was sufficient.

The only thing I think could be made more blatant in Tumbledrop is that the gray round-arrow button retries the level.

I like 'You have to burn the rope' (and many other games') approach of having text scroll past you in a non intrusive manner. This can be easily achieved in 3D space too.

The joke of You Have to Burn The Rope is that it spoon-fed you game information to the point there was absolutely zero challenge in figuring out what to do. Of course, nobody played it for the challenge.
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GregWS
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« Reply #61 on: December 22, 2008, 02:41:07 PM »

I hate tutorials. I like it when things you have to learn come up in the context of the game.
A game that just tells you what keys are used for input and sets up areas for experimentation (occasionally with subtle clues) is best IMO.  Not very many games do this though; mine probably will.
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