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Gameplay: the first and last 10%. Paul Taylor 2010. The First 10%. Game Tutorials. Based on: http://www.gamasutra.com/view/feature/6160/tutorials_learning_to_play.php. Why do they suck?. http://freeverse.com/assets/games/9002/screenshots/448/game_tutorial.png.

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the first 10
The First 10%

Game Tutorials

Based on: http://www.gamasutra.com/view/feature/6160/tutorials_learning_to_play.php

why do they suck
Why do they suck?

http://freeverse.com/assets/games/9002/screenshots/448/game_tutorial.png

visual learners
Visual Learners
  • People who learn through seeing stuff(NOT READING)

http://www.dlsweb.rmit.edu.au/lsu/content/1_StudySkills/study_tuts/learning%20styles/graphics/visual.gif

teaching visual learners

http://t2.gstatic.com/images?q=tbn:67k2o-2UEcsgRM:http://img.photobucket.com/albums/v387/alien_1155/fuglicorn.png&t=1http://t2.gstatic.com/images?q=tbn:67k2o-2UEcsgRM:http://img.photobucket.com/albums/v387/alien_1155/fuglicorn.png&t=1

Teaching Visual Learners
  • Use colours to highlight important text, they will miss a LOT of the text displayed
  • Icons work far better than names
  • Allow them to go over instructions at their own pace.
    • Red Dead Redemption kept a log book that provided this

http://www.bionicturtle.com/images/uploads/WindowsLiveWriterWhywebelieveinvisuallearning_8806brainTalking37.png

aural learners

http://www.chemistryland.com/CHM130W/02-MMM/Math/lecture.gif

Aural Learners
  • This is how University typically teaches
  • Blah BlahBlahBlah
teaching aural learners
Teaching Aural Learners
  • Just give them heaps of text and speech.
  • The only thing to avoid is forcing them through parts they’d rather skip

http://needle-exchange.ca/images/boring_lecture.jpg

kinetic learners
Kinetic Learners
  • Learn by Moving
  • Not to be confused with
  • Learn by doing
slide13

So we know how people like to learn, but how do they acquire their knowledge?Knowledge acquisition styles are complimentary to learning styles

explorative acquisition
Explorative Acquisition
  • People who do stuff ‘just to see what happens’
  • Risk Takers
  • They WILL push the red button
modelling acquisition
Modelling Acquisition
  • People who don’t just jump into things
  • They want to know what the red button will do, BEFORE they will push it.
  • Ideally they’d like to see someone perform the required action, before they do.
  • Players may like to repeat an action until they are satisfied that they understand it properly.
what about the interface
What about the Interface?
  • It’s supposed to be transparent to the player
    • This infers they must understand it well
explorative vs modelling
Explorative vs Modelling
  • A tutorial for Exp. players will be too quick and uncertain for Mod. players.
  • A tutorial for Mod. players will be very dull to an Exp. player.
  • How can you combine these together?
combining modelling and explorative approaches
Combining Modelling and Explorative approaches:
  • We must allow player repetition, without forcing it
  • We must allow explorers to skip through everything, perhaps even the whole tutorial
slide25

http://ggeek.net/en/video-game/uncharted-2-among-thieves-2009/http://ggeek.net/en/video-game/uncharted-2-among-thieves-2009/

uncharted as an example
Uncharted as an Example
  • Uncharted does a good job at appeasing both the exp and the mod players
  • Naughty Dog uses a combination of time and increasingly obvious hints
    • In addition the ‘Notebook’ is always available to cheat assist in tasks.
slide27

http://ggeek.net/en/video-game/uncharted-2-among-thieves-2009/http://ggeek.net/en/video-game/uncharted-2-among-thieves-2009/

easy joe
Easy Joe

Graphically soooo basic, yet really pretty!

  • http://www.gameshot.org/?id=4996
the last 10

http://www.moneyisjustanidea.com/wp-content/themes/tma/images/latest/motivation2.jpghttp://www.moneyisjustanidea.com/wp-content/themes/tma/images/latest/motivation2.jpg

The Last 10%

Continued Player Motivation and Engagement

Based on: http://www.gamasutra.com/view/news/30884/GDC_Online_Player_Retention_Requires_Real_Motivation_Engagement.php

slide30

http://1.bp.blogspot.com/_ItpRFly7FFs/TAz9QV0x_HI/AAAAAAAAAv8/7egMokjx3eo/s1600/motivation2.jpghttp://1.bp.blogspot.com/_ItpRFly7FFs/TAz9QV0x_HI/AAAAAAAAAv8/7egMokjx3eo/s1600/motivation2.jpg

mastery
Mastery
  • Most commonly represented as ‘levelling up’
  • A players long term satisfaction is tied with meaningful growth.
  • Levelling up only provides this if the player gains something meaningful when they level.
autonomy
Autonomy
  • Making the player feel in control...
  • This can be as simple as giving them multiple tasks to choose from (such as sim city)
  • Or more complicated, such as making their crops die if they don’t tend to these.
relatedness interdependence
Relatedness / Interdependence
  • Making Players feel like they are contributing in a meaningful way.
  • It could be as simple as giving different players different roles. TF2, America’s Army
  • It could be as complex as WoW, allowing each player to feel unique.
rewards aren t rewarding
Rewards aren’t Rewarding!
  • Over-rewarding can shift the focus from playing the game, to getting the reward
  • Much like a friendship forged on throwing money at each other, it will become empty if the money ever stops (or even stops increasing)
slide35

http://bp2.blogger.com/_BInidS3BYa8/SG_xPJmxQKI/AAAAAAAABBM/7q2gFoqiRiE/s400/motivation,+duct+tape.jpghttp://bp2.blogger.com/_BInidS3BYa8/SG_xPJmxQKI/AAAAAAAABBM/7q2gFoqiRiE/s400/motivation,+duct+tape.jpg

references
References
  • http://www.gamasutra.com/view/feature/6160/tutorials_learning_to_play.php
  • http://www.dlsweb.rmit.edu.au/lsu/content/1_StudySkills/study_tuts/learning%20styles/visual.html