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Learning curve balance

Started by October 20, 2001 08:56 PM
9 comments, last by Dauntless 23 years, 3 months ago
quote: Original post by Dactylos
Therefore, for me in-game tutorials are great, as long as you can skip any parts that you''ve already figured out on your own.

Just wondering, but do you like any of the Gran Turismo games? You had to pass an elementary set of tests to get your license (only then could you race in the B cup, which had about 5 tracks). If you had passed your B license test, you could go ahead and try for the A license (which would make you eligible to race in the A cup campaign). Those tests were tutorials, and locked you out to make sure you didn''t get frustrated coming last in every single race. They were structured like mini-games (achieve such-and-such an objective in such-and-such an amount of time or under such-and-such conditions) and gave incentives for completing them with top grades (higher salary, more spending cash).

I think the tutorials must be tailored to the nature of the game. I admit that I know you''re probably talking about RPGs (and I, at any given time, am probably not), but as a generic design question I think most questions are answered "it depends..."

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