Re: [GD-Design] Tutorials
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From: Kimmo V. <kim...@op...> - 2004-06-04 23:22:51
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I agree, Advance Wars contains one of the best tutorials. There's one little pitfall it fails to avoid that's bugging me, though. :) A friend of mine, for example, wasn't too eager to read through many lines of dialogue in the beginning of each mission. So he ended up skipping most of it and asking me if something came up he didn't know how to handle. And yes, skipping some of it crossed my mind, too, when I was first playing the game. So even though Advance Wars splits its tutorial over multiple missions, the actual (tutorial) mission normally consists of two separate parts: the tutorial and the actual mission. I recall a few occasions where the game provided assistance during the mission, but unfortunately they were an obvious minority. The same method that's used on the tutorial as a whole could be applied to a single mission as well. All we need to do is make the game give clues on the fly. This in turn would require that we recognize the situations and display the proper clues. In the simplest form, this could be implemented with a set of very simple rules like in the ones already in Advance Wars: if (infantry is chosen for the first time) then display hint Or they could be a more integral part of the game, resulting in a bit more complex rules along these lines if (x is in range to attack y) then suggest using x against y else if (x hasn't been used to attack y AND 6 turns has passed) then suggest getting into position to use x against y One has to remember, though, that post-designing a tutorial to an otherwise complete game (like I'm here doing with AW) seldom results in the Wind Wakerish fluidity and ease of learning you were talking about in your text. Cheers, Kimmo >Here's my rant: > >http://www.bookofhook.com/Article/GameDesign/TheArtoftheTutorial.html |