@Third-Eye said in What we can learn from video game tutorials:
I don’t think it’s fair to shove tutorializing on the shoulders of staff and players full-time.
I SUPER agree. I’m personally more interested in ways we can set up the GAME ITSELF to do some of this work - especially automation, but also in terms of documentation, etc. Anything else ends up a pretty heavy load, and it can get real weird with personality mishmashes in my personal opinion.
With that in mind, here are some of my thinky thoughts on specific points from the tutorial video.
Blend the tutorial into the game. Make the player think they’re playing the game, and not the tutorial.
It’s better to have the player DO than READ.
Use fewer words.
I’m big on documentation, but my experience is that players DO NOT READ large chunks of text. Almost none of them. I don’t, either. There are lots and lots of studies on this.
I’ve always been real big on simplifying helpfiles and bullet pointing the SHIT out of things for this reason, but watching this video made me also think about HOW we chunk the information.
Information should be discoverable, at your fingertips at the point of need, but also consumable in chunks. You should not need to wade through it all at the get go, or to read it all to get started.
Some games do a really great job of this in their wiki. They use visual cues like ‘cards’ to lay out information in a way that feels super intuitive, so it feels easy to find what you need. I seem to remember Gray Harbor having a really nice layout for their wiki that let you drill down to different degrees of information. The Network uses tabbed boxes to good effect a lot.
In general, though, we tend to REALLY load up the information per page. Thinking about how to chunk this up can be helpful, I think. Where can we use different pages, tabs, collapsible sections, etc to make getting to what players need at the time they need it easier?
Spread out the teaching of game mechanics. Let players play with their toys before introducing new ones.
Just get the player to do it once.
I do really like creating spaces and events for new players to actually PLAY with the more systemy aspects of the game on a regular basis in low-stakes instances. Run a combat BEFORE they’re in a major plot scene. Have something baked in early on that has them make a request, if requests are important.
Use unobtrusive messaging when possible - don’t break flow.
Use adaptive messaging (only show messages that are relevant to the thing a player is experiencing)
The example in the video is about teaching game mechanics, but I’ve thought about this a lot in terms of theme. Are there certain things we could template and ‘deliver’ to a player at certain points in their game experience?
On SL, we experimented with templated write-ups that went in jobs when we gave someone their first spell - it explained what the first experience and subsequent experiences would be, written in narrative form. I think this had better success than when it was in a wiki page FAQ type thing (though it continued to live there as well), both because it was delivered TO them and because it came at the point that it was relevant.
Are there other milestones that could be largely automated? What if, for example, you got a link to the damage chart the first time you took damage in combat? What if you got a certain theme write-up delivered to you at a week after creation, or 30 days, or after 10 scenes?
What other milestones or information could be automated (pretend this is easy - what would make sense)?
Don’t create noise. Players can only focus on one thing at a time - don’t distract them. Make sure what players are reading matters - it teaches them that the things you write are important.
I think this is REALLY hard in a M* environment. Especially with a new theme, there is SO MUCH going on. The OOC rules and expectations, the system, the staff, the details of the theme. Thinking very carefully about Must Haves to Start feels important.
So does what goes in a forum post or announcement. If these things are wordy and unclear, players learn not to read them.
Use visuals to teach. You should be able to tell what something does by looking at it.
A lot harder to do in M*s, but wiki or web portal integration helps here. We can’t really teaching what something does, but we CAN teach the ‘vibe’ of a game through good design. Glitch’s design is freaking brilliant at getting its vibe across. Keys has some cool rotating images of its setting that change with every refresh, giving players a feel for their location. Crystal Springs also has a website that just SCREAMS its theme. One of the first things I did when building Spirit Lake was to fill up pinterest boards that gave me the FEEL I wanted.
Are there other ways we can use images to communicate some aspect of theme?
Leverage what people already know from their everyday lives.
I actually think about this a lot in terms of what we name things. For example, what does ‘luck’ do and why? What about XP? What can you do with EXPERIENCE points?
It’s also important in building a theme, to me. Even if I’m adding dragons, I should be building on things people know about human nature, about consistent reactions, about fair play, etc.
Everything can be made better by adding dragons.
I mean. Yeah.