It has become almost mandatory to include a tutorial process at the beginning of any game. That's great. But how often are you only partially through a game when something distracts from it for weeks or even months?
A tutorial at the beginning of a game's campaign isn't of much use then, because you don't want to start over. Explanatory videos are not much better than simply showing you a control map before dumping you into the action. A tutorial split into a series of active experiences can feel tedious, largely because after each one you're confronted with a list ("Four more to go..." /sigh).
Games with complex control schemes might benefit from what I'll call a "retutorial" — a comprehensive hands-on experience, similar to the introductions of many campaigns, which can be played at any time.
The main difference between an introduction and a retutorial should be a lack of emphasis on story, allowing the player to skip any assignment which covers something the player remembers. Give the player some control over the pace and content.
Most big games ramp both the complexity of controls and the difficulty of encounters as the story progresses. Players shouldn't feel like they're jumping onto a speeding train when picking up where they left off.
Showing posts with label controls. Show all posts
Showing posts with label controls. Show all posts
Saturday, July 16, 2011
Wednesday, December 02, 2009
reintroduction
It has become fairly common for games to include some sort of tutorial. Many incorporate the tutorial into actual play, as Halo and Assassin's Creed do. But there's still room to improve, of course.
One improvement would be to design a tutorial system specifically for reintroduction. Gamers often abandon a game for days or even months. They forget the controls, goals, interface, etc. It would be nice if there was an option for these gamers other than looking at a control map in the pause menu or starting over.
In most cases, a practice area would serve this purpose. Provide the player with an area where all skills may be practiced without great penalty or challenge. Allow the player to practice here without a tutorial, in case the player is able to pick it up quickly or is impatient. But also provide the option of instruction in the form of NPCs, signs, HUD pop-ups, etc.
Jogging a player's memory is different than teaching him or her new skills. There should be a different system for it, when time allows.
One improvement would be to design a tutorial system specifically for reintroduction. Gamers often abandon a game for days or even months. They forget the controls, goals, interface, etc. It would be nice if there was an option for these gamers other than looking at a control map in the pause menu or starting over.
In most cases, a practice area would serve this purpose. Provide the player with an area where all skills may be practiced without great penalty or challenge. Allow the player to practice here without a tutorial, in case the player is able to pick it up quickly or is impatient. But also provide the option of instruction in the form of NPCs, signs, HUD pop-ups, etc.
Jogging a player's memory is different than teaching him or her new skills. There should be a different system for it, when time allows.
Labels:
controls,
goals,
introduction,
UI
Thursday, October 08, 2009
controls vs navigation
Yesterday, I took Batman: Arkham Asylum over to my occasional-gamer friend's house for him to try. "Occasional gamer" is what I call someone who only owns one or a few games at a time and only plays once or twice per month (if that). Most gamers I know face-to-face fall into this category.
My friend loves the game. But, as always, I was surprised by the extent of his difficulties with things I've long been accustomed to. Controlling character movement and the camera in a 3D world is always tricky for occasional gamers. He voiced appreciation for the amount of practice Arkham affords him for the controls... though I expect he would have died against the first giant if I hadn't told him to stay away from it.
But what really shocks me every time is his failing sense of direction. In life, this guy can always tell you where North is and rarely gets lost even in completely foreign areas. In games, on the other hand, he's completely oblivious. After completing a very brief encounter, he'll head back in the direction he just came from instead of move onward.
It seems that the controls, the combat, and other things demand so much focus from my game-rusty friend that he doesn't pay much attention to his surroundings. He forgets where he is, where he's been, and what he's supposed to do because his untrained mind is overwhelmed with everything else. The map helps, but a map can't completely alleviate frustration from losing one's bearings.
This story has relevance for both occasional gamers and veterans. The more a player must concentrate on controls, the less of that player's concentration is available for other mental tasks, like navigation. Looking at another way... the less even an experienced gamer has to concentrate on controls and such, the more you can challenge that player in other ways.
My friend loves the game. But, as always, I was surprised by the extent of his difficulties with things I've long been accustomed to. Controlling character movement and the camera in a 3D world is always tricky for occasional gamers. He voiced appreciation for the amount of practice Arkham affords him for the controls... though I expect he would have died against the first giant if I hadn't told him to stay away from it.
But what really shocks me every time is his failing sense of direction. In life, this guy can always tell you where North is and rarely gets lost even in completely foreign areas. In games, on the other hand, he's completely oblivious. After completing a very brief encounter, he'll head back in the direction he just came from instead of move onward.
It seems that the controls, the combat, and other things demand so much focus from my game-rusty friend that he doesn't pay much attention to his surroundings. He forgets where he is, where he's been, and what he's supposed to do because his untrained mind is overwhelmed with everything else. The map helps, but a map can't completely alleviate frustration from losing one's bearings.
This story has relevance for both occasional gamers and veterans. The more a player must concentrate on controls, the less of that player's concentration is available for other mental tasks, like navigation. Looking at another way... the less even an experienced gamer has to concentrate on controls and such, the more you can challenge that player in other ways.
Labels:
controls,
difficulty,
focus,
maps,
navigation,
UI
Thursday, September 17, 2009
skipping tutorials
More than a few times, I've introduced someone who doesn't regularly game to a game and that person chooses to skip the tutorial. Sometimes, they skip the tutorial right away. More often, they start the tutorial, then become impatient and skip to real gameplay.
It mainly has to do with pace. A tutorial shouldn't be too much slower than normal play. It must be fun in its own right.
In some games, it can be better to start the player off with the full palette of actions among easier enemies and challenges. Allow the player to learn through experimentation, rather than overt instruction. That's not feasible in all games.
In any case, all tutorials should be true play -- not a precursor to fun, but actual fun.
It mainly has to do with pace. A tutorial shouldn't be too much slower than normal play. It must be fun in its own right.
In some games, it can be better to start the player off with the full palette of actions among easier enemies and challenges. Allow the player to learn through experimentation, rather than overt instruction. That's not feasible in all games.
In any case, all tutorials should be true play -- not a precursor to fun, but actual fun.
Friday, September 11, 2009
MMOs and motion control
When I read the title of this article, "The Secret World Might Be Microsoft's Killer App", I immediately thought of Project Natal. There's no mention of Natal in the article, but it got me thinking...
Has anyone thought about how gesture control systems like Project Natal could be used to design an MMO?
Has anyone thought about how gesture control systems like Project Natal could be used to design an MMO?
Labels:
controllers,
controls,
MMO,
motion control
Friday, August 28, 2009
combos
I somehow managed to pull off a 40-hit combo the other day in Batman: Arkham Asylum. It was glorious! It was also easy... in comparison to the combo systems of other games.
I'm usually not a fan of combo systems. That's because I have to remember well over a dozen button combinations... XXY, XXXA, X+Y then A while rolling the thumbstick from down to forward, etc.
In Arkham, one can pull off a fun and impressive combo with nothing more than well-timed presses of X and Y. If an enemy has a knife, you'll need B. If an enemy has shock baton, you'll need to double-tap A. With two-to- four buttons, I can put Jet Li to shame.
There are a few other commands that can be given: A+X to throw, Y+B to cripple, LT for a batarang. But they're unnecessary, and combat is a blast without them.
Arkham achieves this through context-sensitivity. One button activates one of dozen animations depending on how the player-character is oriented in relation to enemies and timing. Even the special moves, like throw and cripple, vary in effect or animation.
I guess, if I see a lesson in Arkham Asylum's combat system, it's this: the dynamics of combat don't all have to be controlled by the player. You don't want to cut the player out entirely or fake participation. But complex combat systems don't have to mean complex controls or instructions.
I'm usually not a fan of combo systems. That's because I have to remember well over a dozen button combinations... XXY, XXXA, X+Y then A while rolling the thumbstick from down to forward, etc.
In Arkham, one can pull off a fun and impressive combo with nothing more than well-timed presses of X and Y. If an enemy has a knife, you'll need B. If an enemy has shock baton, you'll need to double-tap A. With two-to- four buttons, I can put Jet Li to shame.
There are a few other commands that can be given: A+X to throw, Y+B to cripple, LT for a batarang. But they're unnecessary, and combat is a blast without them.
Arkham achieves this through context-sensitivity. One button activates one of dozen animations depending on how the player-character is oriented in relation to enemies and timing. Even the special moves, like throw and cripple, vary in effect or animation.
I guess, if I see a lesson in Arkham Asylum's combat system, it's this: the dynamics of combat don't all have to be controlled by the player. You don't want to cut the player out entirely or fake participation. But complex combat systems don't have to mean complex controls or instructions.
Subscribe to:
Posts (Atom)
