[ ] Når man møder en ny klient spørger han om man har prøvet det før, og hjælper hvis man siger nej
[ ] Knap til at spørge om hjælp fra ham
[ ] Hurtig tutorial om gameplay loop.
Når assistenten bliver implementeret så husk på de her noter til hvordan vi lærer spilleren!
It can be a good idea to split the tutorial up into to smaller chunks. Introduce concepts throughout the course of the game. It helps keep the player willing to learn. Integrate the elements in a seamless way that feels like just playing the game. Since complex games are made to be replayed countless times, we can also split tutorial concepts over multiple games.
Pop ups can be used to explain something when you interact with it for the first time, but be careful with relying on this too much, as it can easily be too much if you get multiple pop ups in succession.
Bruce Shelly who worked with Sid Meier on Civilization, coined the term "inverse Pyramid of decision making". You start with one decision to make, and later increasing available decisions as the game progresses. In the same vain, we can also limit the available information to player, and introduce it as they need it.
Many game tutorials tell the player what to do, but this doesn't work very well for complex games. Make it more engaging by making the task more abstract by saying "move the unit forward" instead of "move the unit to this point". Engage the player by making them use critical thinking to fill out the gaps, and apply the knowledge they learned to the task.
Feedback cycles are typically a lot slower in complex games than in action games, making it difficult for the player to tell if they've made a mistake before much later.
Lean on concepts that player's already have experience with: Metal is harder than plastic, Skulls means danger.
Når assistenten bliver implementeret så husk på de her noter til hvordan vi lærer spilleren! It can be a good idea to split the tutorial up into to smaller chunks. Introduce concepts throughout the course of the game. It helps keep the player willing to learn. Integrate the elements in a seamless way that feels like just playing the game. Since complex games are made to be replayed countless times, we can also split tutorial concepts over multiple games. Pop ups can be used to explain something when you interact with it for the first time, but be careful with relying on this too much, as it can easily be too much if you get multiple pop ups in succession. Bruce Shelly who worked with Sid Meier on Civilization, coined the term "inverse Pyramid of decision making". You start with one decision to make, and later increasing available decisions as the game progresses. In the same vain, we can also limit the available information to player, and introduce it as they need it. Many game tutorials tell the player what to do, but this doesn't work very well for complex games. Make it more engaging by making the task more abstract by saying "move the unit forward" instead of "move the unit to this point". Engage the player by making them use critical thinking to fill out the gaps, and apply the knowledge they learned to the task. Feedback cycles are typically a lot slower in complex games than in action games, making it difficult for the player to tell if they've made a mistake before much later. Lean on concepts that player's already have experience with: Metal is harder than plastic, Skulls means danger.