Would this be considered effective player training, or am I missing something?
Would this be considered effective player training, or am I missing something?
step 3 only. to teach the player objects are interactable. from then on imagination will become their only limit
how are you supposed to know you have to collect the yellow round shiny things?
program the game to play itself and human beings just watch it
Use an actual example.
Everyone has used a door.
The reward part implies that this sequence is maybe something optional and it isn't mandatory to walk through each door. It would be better if the doors were presented in a linear level and must be passed through to progress the game. This ensures the player cannot walk past any of the doors and possibly end up ignoring the last one.
If your potential userbase isn't willing to spend 10 seconds fumbling the controls around to figure out what your interaction button is then there's no hope for them.
Handholding everything like a dumbass japs with tutorials still popping up 30hrs into your game isn't game improve your game quality.
What the fuck does it mean? Why are they "steps"?
Is the image implying that you first show an open door, then one slightly ajar, then a closed one as the game progresses?
Why 3 steps? Surely the player would get a fucking clue the first time
The second one for the first time.
The first does nothing to teach about doors and the third they might pass it by completely, assuming it's just there for decoration.
Fuck.
This is a hypothetical human who by some miracle has never used a door in their life or in a video game.
Isn't this too obtuse?
Close them in a room with no other way out.
As much as you want to reject the idea, it is necessary to demonstrate to the player that a closed door can be opened or they may assume it's background decoration that is meant to be ignored. Many games from all generations do this, though it's usually done subtly. If you pay attention to the first sections of the games you play I bet you'll start noticing how the first doors are on linear paths that funnel the player directly to them. Many games silently teach the player a visual language to distinguish real doors from fake doors. Like how GTA 5 has large glass windows showing the interiors for all the buildings you can walk inside of.
Isn't this too obtuse?
depends. even if you don't know what a door is you'll still notice pretty quickly how out of place or intentional its placement is in a way other props aren't. assuming they were closed in a room then their curiosity will eventually lead them to interact with it.
Start your game in a closed off area so that your player can experiment what they can or cant interact with and use color coding if needed to guide them. You don't need to go full retard unless all you're chasing are sales.
Player training is a meme by retards that want to engage in apologetics for retards who intentionally kill themselves in Sonic Adventure to maintain a 19 year old forced meme of every Sonic game being bad.
You stick a nigga in front of a game and tell em what the buttons do and they'll do it.
OP wants to train AI btw.
I mean, I would hopefully be avoiding using lengthy word tutorials explaining everything. I've personally always been a hands on / visual learner, so my approach is giving quick, practical applications to the game concept.
Player training and creating visual languages are important and every well made game follows these practices. When done well the entire process is invisible, which is why you're not complaining about every game doing it, even though your favorite absolutely does. When this process is done poorly you get yellow paint and quest markers slapped everywhere as the developers will constantly run up against players getting lost in focus tests and are trying to correct this. Pic related is an example of visual language done poorly. Everyone gets stuck in this area because the steel supports to the right are a ladder. All the ladders in every area prior to this point in the game share the same uniform design, and abruptly betraying the visual language like this leads to players ignoring an important element because they assume it's background decoration.
Blah blah blah blah blah blah blah this one game made ladders that didn't look like ladders
Skill issue player training is still BS
not op but i've seen an adult play fallout and not understand what the compass is and how it works
tell em what the buttons do and they'll do it.
unless you have like a really complex sim then i wouldn't even bother doing that
It doesn't surprise me at all that Anon Babble is too retarded to understand any the systems in place behind the scenes and insists upon "what you see is what you get". Proper player training is how you avoid shit like pic. This is what developers do when they refuse to adopt proper player training practices or when they do so poorly. If you don't teach people how to play your game then they won't know how to play it, and this becomes extremely evident during playtesting which is why we get those overbearing tutorial pop-ups I'm sure you hate.
You're too retarded to notice when you've been taught how to do something without explicitly being given a tutorial dialogue.
These things were made for you.
You stick a nigga in front of a game and tell em what the buttons do and they'll do it.
Worked until Journalists and homosexuals couldn't figure out how to press 2 buttons at the same time to do a jump, so now everything is yellow paint
Um look at this dipshit enemy from the shitty ass bethesdooms that doesn't let you do anything but something really specific
No enemies in doom require you to be "trained".
I want the player to understand that "Doors" are barriers that prevent them from obtaining "Rewards". But I also want to shadow train the player to understand that "Doors" can be used as barriers to prevent dangerous things from ending their game. But I don't want to straight up say "Hey dumbass, close the doors to not get killed." or have them go to some 3rd party source to explain it to them.
WOW IF ONLY SOME ESOTERIC DESIGN DECISION COULD LEAD A PLAYER TO UNDERSTAND THAT AN OBSTACLE THAT IMPEDES THEIR MOVEMENT WOULD ALSO APPLY TO ENEMIES.
OH WAIT
PEOPLE ASSUME THIS UNLESS ENEMIES CLIP THROUGH FUCKING WALLS.
Show the player an open door with an enemy on the side of it that gets aggro'd and tries to approach the player. Have the door automatically close in front of the enemy and have the enemy bang on the door to show it's stopping them. Have the door be the only way forward so the player has to open it and fight the enemy. This process teaches the player that doors can block enemies and they're remember how opening this door gave them the choice of when to fight this enemy. They will now consider closing doors when they see enemies on the other side of them which they don't want to fight right away.
archviles forcing you to block line of sight
revenant rockets forcing you to stop mindlessly circlestrafing
you should have the door splattered in yellow paint and have an unskippable 5 second long pop up the first time you see one that tells you that it is a DOOR and doors can passed through by pressing E when the prompt appears (the E prompt is very small and minimalist)
Stop being a fucking faggot fruitcake and stop with the euphemisms. Your retarded ass idea has already been had a hundred times so you can quit pussyfooting around with "Doors" and state your actual fucking use case to get relevant advice you dumb fucking piece of tranny jeet shit.
everyone knows what a horse is
"Door... gotta be...."
The enemy can't kill you if it can't see you to shoot you
The projectiles kill you if you run into them
WOOOOOW THIS NEEDED NEW TRAINING, IT WAS A SEVEN YEAR LONG GRIND FOR id TO TEACH PEOPLE HOW TO DO THIS AND NOT INTUITIVE AT ALL
I find it hilarious that just the very concept of game design practice and the idea that games don't just work like magic is enough to trigger Anon Babble.
If you didn't notice the learning process, it means they did a good job.
NOBODY at id sat down and spent literal years making a methodical tutorial on how to not run into the bullets.
This is all wank from consultants that don't actually know how to make games, don't like games, and are WHY games are shit now.
Anyone who has tried to give their parents a controller can attest that this isn't true
or that other games did it for them
People intentionally playing videogames wrong to be an asshole/shit parent and uninvolved in their kid's hobbies don't count.
person with no gaming experience struggles with basic controls
"they must be intentionally doing it wrong to be an asshole"
delusional
A door is not a control, it's a concept.
Wait a minute, that door...
Everyone gets stuck in this area
Tell me who this "everyone" is so I can execute him for besmirching the good name of Naramura-sensei.
Nobody intentionally does something wrong to try and get people to not bother them to do it
Too smart for the average gamer.
Add these:
a breadcrumb trail of ammo/health leading to the door
a giant interact symbol on the door
make the door glow,
an objective marker on the gold shown at all times
a giant beacon reminding you were the gold is if you get too far away
make other characters remind the player about the door every 5 seconds
How does one realistically end up in a scenario where someone is requesting that you play video games for them and you need to feign incompetence to get them to stop.
Get checked for autism
Shit parents.
Of which there are countless.
Damn man.
By being a parent?
That's pretty good, but won't that break the uniformity of the door system by having this auto closing door appear like said which fucks over player's expectations? Like if they see a door close by itself, they'd also expect that it can open by itself which negates the safety they feel from closing doors to stop threats?
Every Anon Babble thread when the remake was new. It was a common hint to tell every new player about the girder ladders. The devs themselves even made a point of having an NPC explicitly tell the player "some ladders don't look exactly like ladders, so make sure to consider each background detail carefully" because they knew everyone was getting stuck on that.
How do I show players that monsters can't get through doors without showing the player a monster not getting through a door??????
literally shaking
Maybe you can have the enemy being chased by a terrified NPC who closes the door behind them as they run into the room. They've been wounded by the enemy and quickly die after entering the room. This better illustrates that the player can close the door themselves and removes expectations that other doors might automatically open or close in reaction to things like enemies. It might also help to have the player view this sequence from behind a large glass window partition so the player isn't able to interrupt it by attacking.
players are dogs?
Maybe you can have the enemy being chased by a terrified NPC
I mean the other way around of course. I think all the ESL posting on Anon Babble is starting to rub off on me.
The doors would be imperceptible from one side to the other.
I want the layout to be readable from a glance so "if player sees 'x' they do 'y'. If 'z' is happening they loop to 'a'"
I want the player to always have agency over the door's state. Closing or opening the barrier would always be a conscious decision / deliberate action.
But I also want them to be encourage to always check doors for the rewards.
the doors are invisible
See, this is why your initial ask is retarded.
you can't see through them when they're closed
How do I know I'm not watching an experimental movie where I'm supposed to watch main character standing in one place for 8 hours?
You wait 8 hours and see if the credits start rolling.
Average human has really poor cognitive ability. The only ones that will "succeed" in this scenario are the ones that already know what door is, and the ones that don't will fail at the second step because they see they can't fit trough OR if they do they'll just squeeze by it, rendering the entire step moot.
Thus, when they encounter step 3 they will assume there's yellow shit behind it, but do not understand what they need to do to access it, assuming they either missed the change or that they need to come back for it later.
cont.
Better way to do this would to leverage humans good pattern recognition ability: have player observe a door being used.