As part of a research proposal my initial idea stems from understanding a few key questions:
When playing mobile games, what's the best way to explain the controls and game mechanic to the player without annoying or boring them?
There seems to be a progressive acceptance that mobile game players don’t read or pay attention to tutorials, certainly not to the degree a console gamer will.
While my Honours looked at the feasibility, methodology and impact of usability testing. Id like to focus more on the tutorial aspect rather than the overall game design, specifically how best to implement tutorials so that players enjoy the tutorial process or even dont realise its happening.
This should be done without the player wanting to skip the process.
Things to look at
- User interface, how can mechanics be used early ?
- Introductory video
- In-game
- Introductory video
- § Dependant on quality and time (skippable and un-skippable)
- Splash screens
- In-game tutorial
How to go about it
·
Show various mobile games to players
o
Varying degrees of complexity
o
See how long it takes them to understand the
controls
·
Create different types of tutorial systems for a
game
Ill be likely using the game built during my honours project and designing different types of ways to introduce the controls and mechanics.
Notes
- Not all mobile games centre of one mechanic but not necessarily one control
- Players will always touch screen from interest (how can this be used?
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