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I think the real issue is that if your game loop is so complicated that the average gamer cannot discover its mechanics by way of whatever play through you've d
by bob1029 3y ago
I think the real issue is that if your game loop is so complicated that the average gamer cannot discover its mechanics by way of whatever play through you've designed, then you may have fundamentally failed to design a good game. It's possible your game is some real-time 4X Dune universe simulator and your audience is expected (and happy) to read 1k+ pages of tome and pass a written exam before they are even allowed to purchase it. But, I suspect probably not.
I feel like OW1 nailed the approach. Instead of forcing the player through a hand-holding experience with every character in the game (because god forbid someone play off-meta), they simply put the essential information regarding each under a common hotkey which you can view at your leisure.
I think if you can't fit all of the relevant information regarding what I need to know regarding the current context of gameplay on a 1080p viewport, then the game might not really be a game anymore. At a certain point, these turn into jobs with regard to complexity.
The Design of Everyday Things is just as applicable to game design as it is the design of doors and cars and light switches. I don't need to go through a 30 minute tutorial every time I buy a new car because they all follow similar human-oriented patterns. The cars themselves can be wildly different in many aspects, but I can still quickly ramp myself to a point of understanding without having it shoved down my throat each time.