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to tell or not to tell?

Started by November 07, 2004 03:51 PM
3 comments, last by SpiderWebCreations 20 years, 2 months ago
When making a game I have come up with two options: Tell the user about every little detail and object he can interact with in the beginning or Let the user learn about every little detail and object by interacting with it along the way For those who have had experience with designing games before, which way is better?
Depends on whether or not the details are important to playing the game.. and what sort of details you're talking about. If you don't tell the player that he can blow up computer terminals, it'll be thoroughly satisfying for him to find it out himself. If you don't teach the player the concept of rocket jumping and expect him to reach a place just outside of his jump range, you're going to piss them off.
Disclaimer: "I am in no way qualified to present advice on any topic concerning anything and can not be held responsible for any damages that my advice may incurr (due to neither my negligence nor yours)"
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so you are saying to tell them the basics, the things they need in order to function properly, but make them learn things that they can possibly learn by trying it.
Exactly, if a player requires a particular skill to reach a new area, or mix a particular quest item and he doesn't know how its going to frustrate him to hell. So when starting off you should explain the basics of actual gameplay, and let the player discover the rest for himself, or explain the essentials on a Need-To-Know basis. But as a backup, you can possibly add things like documents, or other information that can hint to the player that he can do something (like a technicians document saying "Damn bob blew up the computer panel again!", to hint that the player can destroy computer panels)
ok thank you!

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