Monday, 28 November 2016

Adding Depth: Introductions and Tutorials.

One thing that most indie, fan-made, standalone development games miss out most is actually one of the simplest things one can do to kickstart a game in a great way; An introduction. Whether it be for introducing characters, new areas, stories, an introduction is a surefire way to secure a better experience. Secondly, tutorials. Most games skip this completely or provide a simple tutorial as to not bore the user. However, there is nothing wrong in making an in-depth tutorial provided you know how to fold your cards right. 

So here's how I'm going to do it; Give the users the choice to either skip, or fast forward both an in-depth tutorial and/or an introduction(prologue). This way, I will have fulfilled my duty to provide users with an option, and also the obligation to let them know more about the story of the game and its characters.

Like so:



A good way to show your audience that you care enough about their welfare and experience, isn't it?
At the same time, it provides users the chance to see just how far you'll go to to make a solid game as some users are more intrigued/impressed by the effort rather than the outcome. If you can capture their hearts in both departments, chances are that your game will be a commercial success.

Making a tutorial also presented the opportunity to attempt coding sequential events that trigger different things altogether in an intricate web of 'what-ifs' and 'what happens'. 

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