Moaning_Clock
SmokeSomeFrogs
- Joined
- Feb 7, 2021
- Messages
- 655
After a couple of playtests I got a lot of feedback (mostly from people who don't play RPGs or at least don't play turn-based Dungeon Crawlers) and something that popped up quite frequently (even more so if the testers were younger) is that there is not enough tutorialisation. And I wondered if this is due to the fact that they normally play simpler games or is an overall problem I need to address.
Personally, I really hate tutorials except when they feel very necessary due to the complexity of the whole game or a part of the system. I mostly just read the controls in the options.
Since my game is relatively simple I just say: press m to read the manual in the beginning but some players don't do this, skim it once and get stuck or do something they didn't intend.
I personally fear that a tutorial that holds the hand too much leaves people wanting even more tips/tutorialisation. What's the most effective thing in combat (figure it out is my approach now), maybe even quest markers and more.
So, what's your opinion on tutorials? Explain everything even moving with wasd, explain only some parts, make explanations optional or just read the fucking manual?
For reference
Personally, I really hate tutorials except when they feel very necessary due to the complexity of the whole game or a part of the system. I mostly just read the controls in the options.
Since my game is relatively simple I just say: press m to read the manual in the beginning but some players don't do this, skim it once and get stuck or do something they didn't intend.
I personally fear that a tutorial that holds the hand too much leaves people wanting even more tips/tutorialisation. What's the most effective thing in combat (figure it out is my approach now), maybe even quest markers and more.
So, what's your opinion on tutorials? Explain everything even moving with wasd, explain only some parts, make explanations optional or just read the fucking manual?
For reference