gameplay the first and last 10 n.
Skip this Video
Loading SlideShow in 5 Seconds..
Gameplay: the first and last 10% PowerPoint Presentation
Download Presentation
Gameplay: the first and last 10%

Loading in 2 Seconds...

play fullscreen
1 / 36

Gameplay: the first and last 10% - PowerPoint PPT Presentation

  • Uploaded on

Gameplay: the first and last 10%. Paul Taylor 2010. The First 10%. Game Tutorials. Based on: Why do they suck?.

I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
Download Presentation

PowerPoint Slideshow about 'Gameplay: the first and last 10%' - quiana

An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.

- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
the first 10
The First 10%

Game Tutorials

Based on:

why do they suck
Why do they suck?

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

teaching visual learners

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

aural learners

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

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

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

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.

easy joe
Easy Joe

Graphically soooo basic, yet really pretty!

the last 10

The Last 10%

Continued Player Motivation and Engagement

Based on:


  • 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.
  • 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)