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I found it ironic to stumble through this convoluted sentence on a UX site: > What designers call an “invisible tutorial” is simply a tutorial section that fit
by EForEndeavour 5y ago
I found it ironic to stumble through this convoluted sentence on a UX site:
> What designers call an “invisible tutorial” is simply a tutorial section that fits perfectly in the flow zone, which values the preceding and succeeding events and respects player expectations. There will never be a situation where a player does not realise they are not participants of a tutorial, but an invisible tutorial will hardly be discernible from the game experience as it respects the pacing of all experiences around it.
An attempt to avoid the triple negative:
> What designers call an “invisible tutorial” is a tutorial section that fits perfectly in the flow zone, which values the preceding and succeeding events and respects player expectations. The player will always realise that they are not participating in a tutorial, but an invisible tutorial will hardly be discernible from the game experience as it respects the pacing of all experiences around it.
I still don't get what this is trying to say. Isn't it true that the player will usually (always?) realize they're in a tutorial, but an "invisible" one will just feel well-integrated with the surrounding experiences? Or is this passage arguing that a tutorial that is "invisible" will by definition NOT be noticed as a tutorial?
- happytoexplain 5y agoI'm 90% sure the second "not" is unintentional.
- EForEndeavour 5y agoThat makes so much sense! Thank you.
- tk75x 5y agoEditing to remove the "not" - There will never be a situation where a player does not realise they are participants of a tutorial, but an invisible tutorial will hardly be discernible from the game experience as it respects the pacing of all experiences around it. Still doesn't make much sense as now they are saying that invisible tutorials can't exist because the player will always realize they are participants of a tutorial (fixing double negative).
- meristem 5y agoUX design and UX writing are not necessarily the same skill set.
- er4hn 5y agoThe classic example is the first level of Mario. It teaches you all the mechanics of jumps, blocks, battling enemies, whatnot, but never explicitly feeds you directions.