This document discusses lessons that can be learned from video game tutorials to create better help systems. It provides 11 hints for designing effective tutorials, such as creating an interactive narrative scenario to teach concepts, using minimal text and dubbing instructions, gradually introducing new mechanics, having a mentor character, and allowing users to skip parts if experienced. The key ideas are to make tutorials immersive, interactive, and fun rather than boring and text-heavy in order to effectively teach users how to accomplish basic tasks in a new system or game.
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4. GAME UX
How EASY
user LEARN to
accomplish
basic tasks
the FIRST time
they see it?
LEARNABILITY?
Why these HOW TO
videos are so
popular?
5. GAME UX
How EASY
user LEARN to
accomplish
basic tasks
the FIRST time
they see it?
Users do hate tutorials that are
heavy with text, boring and take a
long time to complete.
But they usually like tutorials shown
at the right time in the right place
6. According to Wikipedia TUTORIAL is:
(...) a method of transferring knowledge and may be used as a part of a
learning process. More interactive and specific than a book or a lecture,
a tutorial seeks to teach by example and supply the information to
complete a certain task.
7. The PC Mag Encyclopedia defines TUTORIAL
as:
(...) an instructional book or program that takes the user through a
prescribed sequence of steps in order to learn a product.
8.
9. HINT 1. Create a narrative scenario in which
teaching makes sense..
• Create a narrative scenario in which teaching makes sense in
the game world
• Try to incorporate anything you see or hear into the logic of
the game world
10. HINT 2. Tutorial should be interactive
“The player should play through the actions they
have to learn. This not only creates a better
experience for the player, but it also ensures that
they actually understood what the tutorial was trying
to convey.
17. If you front-load your tutorial..
1. Users will be overwhelmed with information
2. Users will be under-supplied with engagement.
3. User will forget a big part of the presented information
4. Users might get bored and either start rushing through it,
skip over it entirely or simply turn the game off in disgust.
19. HINT 6. Use as little text as possible and dub as
much of it as possible
“There should be a maximum of eight words on the
screen at any given moment.” (George Fan, Plants vs.
Zombies)
“Text is a terrible way to deliver a tutorial. It kills
pacing, it destroys immersion and it’ll often be
skipped by the very players that need the tutorial the
most“.
24. HINT 8. Have a mentor character teaching the game
25.
26.
27. HINT 9. Determine which parts have to be explained
and which the player can figure out by themselves
28. HINT 10. Let the player make mistakes in a safe
environment first and learn at their own pace
29. HINT 11. Make it possible to skip or rush through
parts of the tutorials, if the user is experienced
30. A tutorial is an interactive scenario that equips
the player with the knowledge and mindset to
understand the game world and how to apply
those to different situations.
31. For the ideas thanks to:
1. Zein Okko „Playful Teaching: How to Create Fun and Immersive
Tutorials“
2. School of game design „How to make a good video game tutorial“
3. Ernest Adams „The Designer's Notebook: Eight Ways To Make a
Bad Tutorial“
https://designmodo.com/mobile-games-ux/
t creates an instant understanding of the game storyline and basic controls, which improves game play and ease of use.
Make sure to have a “skip tutorial” option for experienced users and for the rest, keep the tutorial completion time under 1 minute.
https://www.smashingmagazine.com/2014/04/rethinking-mobile-tutorials-which-patterns-really-work/
Are there maybe other ways to teach how to play a game, without using a step-by-step instruction?
0:40 -1:40
Determine which parts have to be explained and which the player can figure out by themselves.
Video 1:34 – 2:17
Nothing is less inviting to a game than a huge amount of information before the actual game starts, especially if 80% of the information is not even relevant in the beginning of the game. There is no need to explain every mechanic at the beginning or show the mapping of every key if they do not have to be used immediately to reinforce the knowledge. The tutorial of a game has not to be compressed to one moment of the game, it can be as stretched as needed. If the player learns the last mechanic after thirty hours of gameplay, let the tutorial be at that time. How many instructions do I need at the beginning? How many instructions can I postpone? Can instructions be separated? Can the knowledge obtained from the instructions be put to use immediately afte
Nothing is less inviting to a game than a huge amount of information before the actual game starts, especially if 80% of the information is not even relevant in the beginning of the game. There is no need to explain every mechanic at the beginning or show the mapping of every key if they do not have to be used immediately to reinforce the knowledge. The tutorial of a game has not to be compressed to one moment of the game, it can be as stretched as needed. If the player learns the last mechanic after thirty hours of gameplay, let the tutorial be at that time. How many instructions do I need at the beginning? How many instructions can I postpone? Can instructions be separated? Can the knowledge obtained from the instructions be put to use immediately afte
Nuo 1:22
Nothing is less inviting to a game than a huge amount of information before the actual game starts, especially if 80% of the information is not even relevant in the beginning of the game. There is no need to explain every mechanic at the beginning or show the mapping of every key if they do not have to be used immediately to reinforce the knowledge. The tutorial of a game has not to be compressed to one moment of the game, it can be as stretched as needed. If the player learns the last mechanic after thirty hours of gameplay, let the tutorial be at that time. How many instructions do I need at the beginning? How many instructions can I postpone? Can instructions be separated? Can the knowledge obtained from the instructions be put to use immediately afte
Nothing is less inviting to a game than a huge amount of information before the actual game starts, especially if 80% of the information is not even relevant in the beginning of the game. There is no need to explain every mechanic at the beginning or show the mapping of every key if they do not have to be used immediately to reinforce the knowledge. The tutorial of a game has not to be compressed to one moment of the game, it can be as stretched as needed. If the player learns the last mechanic after thirty hours of gameplay, let the tutorial be at that time. How many instructions do I need at the beginning? How many instructions can I postpone? Can instructions be separated? Can the knowledge obtained from the instructions be put to use immediately afte
0:40 -1:40
1:06-
Nothing is less inviting to a game than a huge amount of information before the actual game starts, especially if 80% of the information is not even relevant in the beginning of the game. There is no need to explain every mechanic at the beginning or show the mapping of every key if they do not have to be used immediately to reinforce the knowledge. The tutorial of a game has not to be compressed to one moment of the game, it can be as stretched as needed. If the player learns the last mechanic after thirty hours of gameplay, let the tutorial be at that time. How many instructions do I need at the beginning? How many instructions can I postpone? Can instructions be separated? Can the knowledge obtained from the instructions be put to use immediately afte
1:06-
Nothing is less inviting to a game than a huge amount of information before the actual game starts, especially if 80% of the information is not even relevant in the beginning of the game. There is no need to explain every mechanic at the beginning or show the mapping of every key if they do not have to be used immediately to reinforce the knowledge. The tutorial of a game has not to be compressed to one moment of the game, it can be as stretched as needed. If the player learns the last mechanic after thirty hours of gameplay, let the tutorial be at that time. How many instructions do I need at the beginning? How many instructions can I postpone? Can instructions be separated? Can the knowledge obtained from the instructions be put to use immediately afte
0:40 -1:40
1:06-
1:06-
Have different ways of teaching the game, depending on who is playing it, make instructions and tutorials skippable
Are there maybe other ways to teach how to play a game, without using a step-by-step instruction?
Are there maybe other ways to teach how to play a game, without using a step-by-step instruction?