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Gameplay: the first and last 10%. Paul Taylor 2010. The First 10%. Game Tutorials. Based on: http://www.gamasutra.com/view/feature/6160/tutorials_learning_to_play.php. Why do they suck?. http://freeverse.com/assets/games/9002/screenshots/448/game_tutorial.png. - PowerPoint PPT Presentation
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The First 10%
Game Tutorials
Based on: http://www.gamasutra.com/view/feature/6160/tutorials_learning_to_play.php
Visual Learners
• People who learn through seeing stuff(NOT READING)
http://www.dlsweb.rmit.edu.au/lsu/content/1_StudySkills/study_tuts/learning%20styles/graphics/visual.gif
Teaching Visual Learners
• Use colours to highlight important text, they will miss a LOT of the text displayed
• Icons work far better than names• Allow them to go over instructions at their own pace.
– Red Dead Redemption kept a log book that provided this
http://www.bionicturtle.com/images/uploads/WindowsLiveWriterWhywebelieveinvisuallearning_8806brainTalking37.png
http://t2.gstatic.com/images?q=tbn:67k2o-2UEcsgRM:http://img.photobucket.com/albums/v387/alien_1155/fuglicorn.png&t=1
Aural Learners
• This is how University typically teaches• Blah Blah Blah Blah
http://www.chemistryland.com/CHM130W/02-MMM/Math/lecture.gif
Teaching Aural Learners
• Just give them heaps of text and speech.• The only thing to avoid is forcing them
through parts they’d rather skip
http://needle-exchange.ca/images/boring_lecture.jpg
So we know how people like to learn, but how do they acquire
their knowledge?Knowledge acquisition styles are complimentary to learning styles
Explorative Acquisition
• People who do stuff ‘just to see what happens’
• Risk Takers• They WILL push the red button
Modelling Acquisition
• People who don’t just jump into things• They want to know what the red button will
do, BEFORE they will push it.• Ideally they’d like to see someone perform the
required action, before they do.• Players may like to repeat an action until they
are satisfied that they understand it properly.
A Tutorial for Explorative Learners:http://www.gamasutra.com/db_area/images/feature/6160/image001.jpg
What about the Interface?
• It’s supposed to be transparent to the player– This infers they must understand it well
Explorative vs Modelling
• A tutorial for Exp. players will be too quick and uncertain for Mod. players.
• A tutorial for Mod. players will be very dull to an Exp. player.
• How can you combine these together?
Combining Modelling and Explorative approaches:
• We must allow player repetition, without forcing it
• We must allow explorers to skip through everything, perhaps even the whole tutorial
Uncharted as an Example
• Uncharted does a good job at appeasing both the exp and the mod players
• Naughty Dog uses a combination of time and increasingly obvious hints– In addition the ‘Notebook’ is always available to
cheat assist in tasks.
Easy Joe
Graphically soooo basic, yet really pretty!• http://www.gameshot.org/?id=4996
The Last 10%
Continued Player Motivation and Engagement
Based on: http://www.gamasutra.com/view/news/30884/GDC_Online_Player_Retention_Requires_Real_Motivation_Engagement.php
http://www.moneyisjustanidea.com/wp-content/themes/tma/images/latest/motivation2.jpg
Mastery• Most commonly represented
as ‘levelling up’• A players long term satisfaction
is tied with meaningful growth.• Levelling up only provides this
if the player gains something meaningful when they level.
http://www.dvdnear.com/images/The-Beastmaster-Special-Edition-B0006GAOSQ-L.jpg
Autonomy• Making the player feel in
control...
• This can be as simple as giving them multiple tasks to choose from (such as sim city)
• Or more complicated, such as making their crops die if they don’t tend to these. http://lemonodor.com/images/autonomous-
solutions-tags-s.jpg
http://www.instructables.com/image/FK039U3FMMCZ2OJ/Build-an-autonomous-Wall-E-Robot.jpg
Relatedness / Interdependence
• Making Players feel like they are contributing in a meaningful way.
• It could be as simple as giving different players different roles. TF2, America’s Army
• It could be as complex as WoW, allowing each player to feel unique.
http://www.walyou.com/blog/wp-content/uploads/2009/08/weird-funny-pictures-of-people.jpg
Rewards aren’t Rewarding!• Over-rewarding can shift the focus from
playing the game, to getting the reward• Much like a friendship forged on throwing
money at each other, it will become empty if the money ever stops (or even stops increasing)
http://bp2.blogger.com/_BInidS3BYa8/SG_xPJmxQKI/AAAAAAAABBM/7q2gFoqiRiE/s400/motivation,+duct+tape.jpg
References
• http://www.gamasutra.com/view/feature/6160/tutorials_learning_to_play.php
• http://www.dlsweb.rmit.edu.au/lsu/content/1_StudySkills/study_tuts/learning%20styles/visual.html
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