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This also goes into the "don't make me think" UI/UX idea. Where you should only use common patterns, build on what people already know, don't teach them somethi
by XCSme 2y ago
This also goes into the "don't make me think" UI/UX idea. Where you should only use common patterns, build on what people already know, don't teach them something new. This makes it sound a bit sad though, but learning something new takes a lot of focus/energy.
With my game-dev job, we had a game that only had 4 buttons (the arrow keys!!). We tried tutorials in so many ways (pop-ups, show videos, teach keys one by one, it doesn't work).
What kind of works, is to put them into the game, and if they don't do anything, show a flashing icon of the button to press, right next to their character/goal. That being said, most of the players still didn't notice the icons.
Putting them into the game works because people are already where they want to be. They want to be playing the game, not to be stuck in the tutorial. So the tutorial, should look/feel like the game, not like a separate thing.