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Designing Tutorials into your Games
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Designing Tutorials into your Games
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Designing Tutorials into your Games
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Designing Tutorials into your Games
Canada Syaxamaphone
Cute!
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#1
11-19-2018, 04:29 PM
Something really neat I came across recently while playing the new Pokemon Let's Go is this mini tutorial on hidden items:

You can see it in action on this video I posted

I'll break it down step by step:
  • The game starts with this NPC in view as you enter the area. He tells you that his buddy on his shoulder tells him when he approaches an item on the ground.
  • With this information fresh in your mind, you enter the next area and are immediately greeted with a visible item ball. At this point your partner will begin their signal when you approach the ball. Hopefully still remembering what the guy just said, you pay attention and can figure out the signal.
  • As you continue down the narrow path, you'll pass several more hidden items that will each trigger your buddy's signal, prompting you to search for and retrieve the hidden item.
I think that this is a very good example of how to subtly guide a player into making their own discoveries regarding mechanics in your game. There's definitely always still a place for simply telling the player what they need to know, but these kinds of subtle tutorials can be very satisfying for both the player and developer alike.

What are some examples you can think of, MFGG?
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Messages In This Thread
Designing Tutorials into your Games - by Syaxamaphone - 11-19-2018, 04:29 PM
RE: Designing Tutorials into your Games - by Mariotroid - 11-22-2018, 10:18 PM
RE: Designing Tutorials into your Games - by Q-Nova - 12-31-2018, 10:46 PM
RE: Designing Tutorials into your Games - by Mariotroid - 01-01-2019, 04:27 PM

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