Quote:
Original post by Kest
Accessible is extremely relative. If you make the content as accessible as possible, you'll have something on the level of a children's book. You have to draw a line somewhere. The location of that line is what the topic is about.
Make that call based on your target audience.
Quote:
Original post by Kest
If it was known that players of a game would be highly knowledgable, it wouldn't just change the type of presentation, it would change what is practical to present.
I think you should make a distinction between gamers who are intelligent and gamers who are simply very familiar with games. You should also make a distinction between what is necessary to communicate whatever it is you're trying to present, and what adds to the immersion of gameplay (type of language, for instance).
In your examples, you present the exact same notion with different phrasings that really do not make a difference. Why write "Cover that vector" when you can attract more gamers with the alternative, if the prior implementation does nothing to enrichen the game?
Again, it's about smart game design, and being able to communicate with different kinds of people. In a theoretical sense, you can create a game that is targeted towards a very small audience (friends, someone you know, or even yourself), but in a practical sense, you're trying to sell lots of copies - thousands or millions of copies!
When I design, I want as many people to be able to play it. If there's something that isn't easy to explain, then I will - through smart game design - present the concept in the game so that the gamer will understand it by the time he needs to draw use of that concept. Let him or her learn something while playing my game - why would that be a bad thing?