The tutorial is a great tool to introduce the player to your game and this week I've been working on the tutorial for our game.
On
the first attempt to create the tutorial I wanted to explain the basics
of our game; How you move, shoot, pick up evidence and progress to the
next level. The tutorial was also meant to serve another porpoise:
Explaining why you are there. I did not want to have much text in the
tutorial, mostly images and preferably everything should be intuitive,
but I failed on my first attempt.
Firstly I limited what the
player could do before he had advanced to a specific part of the
tutorial, which isn't bad except I did it with movement. On the
play-test day almost everyone playing the tutorial got stuck right away,
some asking "Can't you walk?". This was obviously really bad.
Secondly I wasn't clear with what the player was meant to do. At the
start you are standing in front of a man and there is an image saying:
"Move the 'image of a mouse' to aim". Everyone tried to walk with the
character, who was immobile until a later stage, instead of aiming at
the boss. We had to tell almost everyone what they needed to do at this
stage, and that wasn't very good either.
When the player aimed at the boss another image replaced the old one saying: "Click 'image of left mouse button' to shoot". However, this was so similar to the previous image that some players completely missed it.
After the player had killed the evil boss it was fine. "Move with
'wasd'" was everyone familiar with and "Press 'space' to pick up
evidence" was straight forward as well as the arrow pointing at the
elevator when the evidence was collected.
There is one big thing however I did correctly with the tutorial: I
completed it in time to be play-tested. I gained a lot of valuable
feedback and now know how to create a better one!
So I
had to fix these errors and create an easier tutorial. The first thing
that happens in the new tutorial is that the character walks out of the
elevator into a room with no guards, there is no UI to see either. If
the player doesn't move for the first five seconds the image pops up
telling the player to walk with 'wasd'.
The player then
progresses out of the room and walks into a corridor with a guard
guarding. First now the player will see a circle around him and an image
saying simply: "'Ctrl' to sneak". If the player press ctrl while
walking he will see the circle getting smaller and that he moves slower.
If he stands still the circle disappears. It will be easy to walk past
the guard and advance into the next room.
In the next and final
room there is the evil boss. When the character walks in, the boss will
say: "Don't hurt me!" and the character replies: "You don't deserve to
live.". The 'how to shoot' image will pop up and the bullets UI will
show as well.
When the player kills the evil boss the tutorial
will remind the player that the bullets can't be replenished. Also an
evidence spawn in the room and the evidence UI is shown as well as the
'how to pick up evidence' image.
The last stage of the tutorial
begin when the player picks up the evidence and an arrow appear
pointing in the direction of the elevator. The guard the player walked
past before now enters the room and the last tutorial message is
displayed saying: "'Shift' to run". When the player run the circle
around him will increase considerately but he will be a lot faster and
thus outrunning the guard will be easy.
I believe these
changes will create an better tutorial which is more intuitive and
teaches the player more things about our game. Still, there is a few
weeks before the project should be finished so I have plenty time to
play-test it and ask others to try as well.
That's all for me this time. Thanks for reading and stay awesome!
Hello. First off I’d like to say that I’ve not had the opportunity to playtest your tutorial and/or game, so any opinion I have is based on what I have read here. I think it was a great idea to have an actual tutorial level to have during the play-testing, definitely a smart move. Although I do have to ask you if your game is pretty much done, since I would want to play a tutorial that only explains part of what I need to know to play and enjoy the game. That would be my concern when making the tutorial this early into the development cycle.
ReplyDeleteAnother thing I have to ask you about is how detailed your planning of the tutorial before starting to make it, and what research you put into it. The way I would have done it would be to find a standard for how a tutorial is built, and also what I, the player, does in what order. Moving, looking around by using the mouse would be the first actions I can think of on the top of my head, so I feel it would be strange to not be able to move at first. However, those issues seem to have been dealt with when designing the second version of the tutorial.
The only thing I’d like to see in addition to what you have written would be about the process of designing and creating the tutorial, and not only what the player has to do to complete it.
Regards
Calle Johansson, Gamedesign and programming