04-13-2011, 09:47 PM
Over tutorialization.
I was just playing a forum friend's game on another site, and deleted it off my drive because he, in all seriousness, actually had a tutorial house (similar to FF2 I believe it was) including a guy who, once you spoke to, told you how to press enter to speak to someone. You know, after you pressed enter to speak to them. HE EVEN HAD A SHOW PICTURE COMMAND TO SHOW YOU WHERE THE ENTER KEY WAS ON AN AVERAGE KEYBOARD! And another who, again in all seriousness and no sense of irony, told you to check out doors to enter shops and buildings. You know, after you walked into the building from a door.
This is why I don't betatest anymore
Though generally any over indulgence of silly li'l hand holding. Is the system very complicated with a steep learning curve? Sure, fine, give the jist of it and the option to delve into the full step by step of it.
"Do you know how to play?"
>"Yeah, it's easy!" > skips tut
>"Kind of." > lite tut/reintroduction
>"Not at all." >full on hand holding step by step explanation of every possible conceivable use
I'll accept crappy choice systems like that even.
If it's a elemental rock paper scissors, I think I'm smart enough not to need to be told "Fire beats Ice" or "Magic beats Attack" and then have to watch the "in game" example of a character attacking to prove the point. Especially if it's at the start of a combat, let me just fight and figure it out. If it's that important, have someone mention it off offhandedly in the town. Make an NPC and a kid.
"Daddy how come you know fire magic?"
"I hate ice billy, that's why I learned fire. Fire always beats ice. That's why I won't help you build snowmen."
"Aww, but daddy I like snowmen!"
"BILLY! Go. To. Your. Room. Now!"
Good, awesome, job well done. You rewarded me for my exploration by walking around and talking to random people with a helpful hint without breaking the game flow or immersion.
I was just playing a forum friend's game on another site, and deleted it off my drive because he, in all seriousness, actually had a tutorial house (similar to FF2 I believe it was) including a guy who, once you spoke to, told you how to press enter to speak to someone. You know, after you pressed enter to speak to them. HE EVEN HAD A SHOW PICTURE COMMAND TO SHOW YOU WHERE THE ENTER KEY WAS ON AN AVERAGE KEYBOARD! And another who, again in all seriousness and no sense of irony, told you to check out doors to enter shops and buildings. You know, after you walked into the building from a door.
This is why I don't betatest anymore
Though generally any over indulgence of silly li'l hand holding. Is the system very complicated with a steep learning curve? Sure, fine, give the jist of it and the option to delve into the full step by step of it.
"Do you know how to play?"
>"Yeah, it's easy!" > skips tut
>"Kind of." > lite tut/reintroduction
>"Not at all." >full on hand holding step by step explanation of every possible conceivable use
I'll accept crappy choice systems like that even.
If it's a elemental rock paper scissors, I think I'm smart enough not to need to be told "Fire beats Ice" or "Magic beats Attack" and then have to watch the "in game" example of a character attacking to prove the point. Especially if it's at the start of a combat, let me just fight and figure it out. If it's that important, have someone mention it off offhandedly in the town. Make an NPC and a kid.
"Daddy how come you know fire magic?"
"I hate ice billy, that's why I learned fire. Fire always beats ice. That's why I won't help you build snowmen."
"Aww, but daddy I like snowmen!"
"BILLY! Go. To. Your. Room. Now!"
Good, awesome, job well done. You rewarded me for my exploration by walking around and talking to random people with a helpful hint without breaking the game flow or immersion.
Snazzy Sig in a Spoiler