3 ms·
>introduce new mechanics and scenarios in an very iterative way. By having a linear structure. A lot of games are also ruined by this handhelding style of desi
by haunter 2y ago
>introduce new mechanics and scenarios in an very iterative way. By having a linear structure.
A lot of games are also ruined by this handhelding style of design where 20 hours in you are still seeing tutorials
- rspoerri 2y agoThere is a balance between making a game to difficult and boring. You were likely talking a moment when the game got boring or repetitive, because you already understood the mechanics, when you encountered another gameplay tutorial explaining it. Also games might target new players, while you might have encountered similar game mechanics before. But even then a good tutorial will make it fun, although it may be easy to solve. It's also helps to make it solvable fast if you already know the mechanics. But still, if you add a new game mechanics 20 into a game, it is good practice to add a situation where you can learn to handle it. A good example is the gravity gun in half life, or specific features of it that only get available in the endgame.
- chii 2y ago> you are still seeing tutorials that's just bad game/level design - the player should never be aware that they're being lead on by a tutorial.
- Ekaros 2y agoThe Talos Principle 2 in my mind is good example of this. It really comes to having too many mechanisms in game. So any of them do not get enough depth for exploring, but instead you are just going to next one and starting new tutorial over and over again... Lot of content, but by the last 4th of game, you are still doing what is in essence tutorials.