04-05-2015, 09:34 AM
I love the silohouette idea. That gives it a kind of aesthetic/artsy side too if you can pull it off.
I have a question - How do you feel about games with a huge and long learning curve? I have two examples in mind, any space simulator and Guild Wars 2.
So, in space sim games you usually control a space ship with all the buttons and gizmos - thrusters, fuel, weapons, targeting, all that. In most games I've played it's taken me 2 hours just to learn the controls. How would YOU go about teaching this to the player without lengthy text boxes explaining each part? I haven't seen this done well, yet. I love the idea of space sims but find myself getting bored before it even gets started.
Guild Wars 2 does this right and is my counter example. Although it's not a space sim, it is a very complex game with a ton of things to learn. First of all it levels DOWN high level player characters so your experienced buddies can come help you without being too powerful to keep it interesting (thanks for being my guide all the way to level 80, Pherione!).
Next, levels 1-80 (highest level) introduce new ideas, concepts or mechanics and only when you hit level 80 do you feel you've understood how it's all supposed to work. The game progression is built in such a way that it teaches you new things constantly without holding your hand and then, when you get to level 80, you're free to travel the entire world and feel prepared to do so. FYI, leveling up in GW2 is fast and natural so it's not an issue.
I have a question - How do you feel about games with a huge and long learning curve? I have two examples in mind, any space simulator and Guild Wars 2.
So, in space sim games you usually control a space ship with all the buttons and gizmos - thrusters, fuel, weapons, targeting, all that. In most games I've played it's taken me 2 hours just to learn the controls. How would YOU go about teaching this to the player without lengthy text boxes explaining each part? I haven't seen this done well, yet. I love the idea of space sims but find myself getting bored before it even gets started.
Guild Wars 2 does this right and is my counter example. Although it's not a space sim, it is a very complex game with a ton of things to learn. First of all it levels DOWN high level player characters so your experienced buddies can come help you without being too powerful to keep it interesting (thanks for being my guide all the way to level 80, Pherione!).
Next, levels 1-80 (highest level) introduce new ideas, concepts or mechanics and only when you hit level 80 do you feel you've understood how it's all supposed to work. The game progression is built in such a way that it teaches you new things constantly without holding your hand and then, when you get to level 80, you're free to travel the entire world and feel prepared to do so. FYI, leveling up in GW2 is fast and natural so it's not an issue.