I have published a few games and my time and always try to make it as user friendly as possible in giving helpful advice to guide players to an enjoyable experience for the 1st few times they play your game.
My question on this is: What measures have to taken to assist new players into learning the game?
Personally i have listed a lot of stuff on the Button Tool Tip as to what its good for. I try to keep it brief so that the user don't have to read a novel because that in itself could push players away. I am also a firm believer that if a game is 'too hard' that will also make players walk out the door as well.
You have to create the UI kind of like you say. It has to be simple, but get the point across. You also have to clearly state the goals at that moment in time whether it be through transmissions or objectives or whatever, players need to know what is expected of them. However, if you overload players with information, they'll just skip over it, so keep it concise. I've tried creating those relatively new tutorial game mode features, but I don't think anyone uses them. From my experience with publishing maps, I've found the same results, if you make it too complicated, people don't bother to read, then get mad at being confused and leave. At the same time, if there's not enough info, the same happens (though this depends cause sometimes the game concept itself needs no explanation, like a simple tower defense). The same can be said about your lobby. I've noticed if you have more than 6 players, it can take forever to find enough people, and then the people you do find leave before you can get enough. So definitely keep the players 6 or less. If you can manage to get it popular, then you could add more.
I have published a few games and my time and always try to make it as user friendly as possible in giving helpful advice to guide players to an enjoyable experience for the 1st few times they play your game.
My question on this is: What measures have to taken to assist new players into learning the game?
Personally i have listed a lot of stuff on the Button Tool Tip as to what its good for. I try to keep it brief so that the user don't have to read a novel because that in itself could push players away. I am also a firm believer that if a game is 'too hard' that will also make players walk out the door as well.
What are your thoughts on this?
Thank you for your time.
You have to create the UI kind of like you say. It has to be simple, but get the point across. You also have to clearly state the goals at that moment in time whether it be through transmissions or objectives or whatever, players need to know what is expected of them. However, if you overload players with information, they'll just skip over it, so keep it concise. I've tried creating those relatively new tutorial game mode features, but I don't think anyone uses them. From my experience with publishing maps, I've found the same results, if you make it too complicated, people don't bother to read, then get mad at being confused and leave. At the same time, if there's not enough info, the same happens (though this depends cause sometimes the game concept itself needs no explanation, like a simple tower defense). The same can be said about your lobby. I've noticed if you have more than 6 players, it can take forever to find enough people, and then the people you do find leave before you can get enough. So definitely keep the players 6 or less. If you can manage to get it popular, then you could add more.
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