2019-07-01_PC_Gamer

(sharon) #1

Xalavier
NelsoNJr
I’mafull-time
gamewriterand
narrativedesigner,
withcreditsinside
andoutofgaming.


L


ucaRedwoodmakespuzzlegames.Quite
goodones,ifthereceptionofYouMust
BuildaBoatand10,000,000areanythingto
goby.Hisnewgame,Photographs,isa
narrativepuzzleadventurethatuses
adaptivetutorials.Nothingisrevealedaboutwhat
you’resupposedtodoorhowyou’resupposedtodoit
unlessyoutriggerinvisible
codethatrevealsaspecific
bitofinformation.The
vastmajorityof
instructiondoesn’tuse
textforasimplereason,
“Somepeoplewillread
yourtext,”Redwoodsays,
“butmostwon’t.”

It’sacommonpieceofknowledgeindevelopmentcircles
thatnomatterhowimportantitis,manyplayerswill
avoidormisspiecesofyourtutorial.Theyclearlyneedto
knowhowtoplaythegame–howdoyoumovepasttheir
naturalreluctancewithasmuchsuccessaspossible?
“Alotofdesignerstalkabouthowcertaintypesof
tutorialsdon’trespecttheplayer’sintelligence,butIthink
thesedesignersworkongamesthatcanaffordtoleavea
lotofplayersbehind,”saysBobbyLockhart,who
specialisesineducationalgamesandistheleaddeveloper
ofindiegameCodemancer.“Asadesigneroflearning
gamesIdon’treallyhavethatluxury,
soItrytoincludeasmanywaysof
teachingasisfeasible.”Lockhart
identifiedasequencenecessaryto
bringplayersthroughalearning
processsuccessfully:teachingthem
whythey’redoingthings,whatthey’ll
bedoing,andhowtodothem.“It’s
verytemptingtointroducethese
thingsintheoppositeorder,since
playersoftenseemtojustwantto
diveit,”Lockhartsays.“Sometimes
youcangetawaywiththat,especially
ifthegamehasbeenheavily
marketed,isasequel,orjustexists
withinawell-worngenre,wherethe
‘why’andthe‘what’areknown
beforetheplayersitsdowntoplay.”
Thismakestheworkof
Zachtronicsallthemoreimpressive.
Zachtronicsisthestudiobehindlogicgamesincluding
OpusMagnumandExapunks.Consideringthecomplexity
anduniqueinteractionsystemsinthesegames,itseems
likeitwouldbeeasytoloseplayersonthefirstlevel.“Our

firstcommercialgamewasSpaceChem,whichincludeda
‘tutorial’thattooktheformoftextandpicturespresented
beforepuzzles,”saysZachtronicsfounderZachBarth.
“Itwasnotverygood,”hecontinued.“Thetakeaway
foruswasthat,ratherthantryingtodesigntutorials,we
shouldbedesigning‘experimentationzones’where
playerscanfigureoutmechanicsthroughtrial-and-error
inascaffoldedfashion,
ratherthanhavingto
trial-and-erroreverythingat
once.Sometimeswestill
includetextual
explanations,whichare
alwaysdisappointingly
ineffective.Andsometimes
weuseexamples,
particularlyinourpuzzlegames,whereIliketoputa
solvedpuzzleon-screennexttoanunsolvedpuzzle.”

Trial-and-error
Developersrequirethistrial-and-errorasmuchasplayers
do.Amongtheelementsofagamethatrequireextensive
iterationleadinguptorelease,tutorialsrankamongthe
mosttime-intensive–particularlywhenthey’rewoven
intothefabricoftheexperienceitself.“Assoonasthe
gamehasmechanics,westartbuildingtutorials!”says
Octodad:DadliestCatchcreativedirectorKevinZuhn.
“WehaveUIpop-upstotellplayersthecontrolinput


  • holdleftmousetoraiseyourleftleg–andtheirgoal

  • walkacrosstheroom.That’sthemostbrute-force
    method.Therestweteachthroughthelevel’sdesign.”
    Playerbehaviourandassumptionsplayamajorrolein
    thisiteration.StreamersreadeverysectionoftheSunless
    Skies’EarlyAccesstutorialasifitwasanessentialpartof
    theexperience,makingthefirst 30 minutesoffootagea
    slogforviewersandthedistraught,watchingdevelopers.
    Thefinalversionsawheavychangesthatbentittowardsa
    “concise,story-drivenintroductoryexperience,”according
    tonarrativedirectorChrisGardiner.
    ChrisWilson,designdirectorof2DstealthgameSiege
    andtheSandfox,foundplayersatgamesconferences
    wouldtrytoplaytheirgamelikeanactionplatformer
    basedonitsappearanceandbecomefrustrated.“We
    placedenemiesthatwouldkilltheplayeralmostinstantly
    iftheyjusttriedtorunthrough.Afterthatinitial
    encounter,we’reactuallymuchmoreforgiving.Oncetheir
    expectationshadbeenbrutallyrecalibrated,theexisting
    tutorialsdidtheirjob.”
    Tutorialsaremorethantextandinstruction.They’re
    anentirewayofthinkingbuiltaroundtheplayer’s
    introductiontothecriticalpiecesofagame.Maybeyou’ll
    rememberthatnexttimeyouskipone.Youmonster.


Developersrequirethis
trial-anD-errorasmuchas
playersDo

Teaching MoMenTs


How developers build the tutorials you skip. By Xalavier Nelson Jr


Inside Dev


MAkinggAMESiSHArd

Free download pdf