Episode 11: How To Train Your Player
“The designer doesn’t come in the box.”
It’s easy for designers to forget that players don’t initially know how to play their games, and adding tutorials too late in production can lead to bad first time user experiences (FTUE). As always, VR only complicates the problem. This week, we discuss all these issues and more. How exactly do you train your player to play your game?
Timestamps:
0:58 - Introduction
4:50 - FTUE
7:56 - "Glimmer Grove" Example
10:45 - Walking Dead: Saints and Sinners
17:30 - Limiting The Lessons
21:00 - Avoid Teaching the Wrong Thing (Battlewake)
24:36 - Player Expectations
27:47 - Ongoing Instruction
31:06 - The VR “Wow!” Moment
33:56 - Building Feedback into your Mechanics
35:50 - VR Conventions
39:09 - Wrap-up
Games we mention:
Music:
Furious Freak by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3791-furious-freak
License: http://creativecommons.org/licenses/by/4.0/
Inspired by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3918-inspired
License: http://creativecommons.org/licenses/by/4.0/
Hey there, gorgeous! Thanks for checking out the post-show notes. User and Usability testing are actually quite close to my heart - let us know if you want to hear more about it!