Building games that can be understood at a glance
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Re: Building games that can be understood at a glance
#2Into The Breach is beautifully successful at this. At any point you see nothing but the current state of the board. Everything that can be memorized is hidden. But for accessibility you can always quickly get at token meanings, stats, etc.
Re: Building games that can be understood at a glance
#3https://technode.com/2018/04/25/mini-game-balls-viral-wechat...
Re: Building games that can be understood at a glance
#4[0] https://www.canva.com/learn/typeface-fonts/ (warning, js heavy scrolling)
Re: Building games that can be understood at a glance
#5Re: Building games that can be understood at a glance
#6Alternative title: Building single screen casual games.
The ultimate example are mobile games. They optimized for profit by dumbing them down and adding addictive, simple gameplay loops. They also incredibly boring in longer term, but it doesn't matter because they've probably extracted enough money from you at that point.
This goes beyond gaming and applies to our industry in general. I strongly believe that having more complex, but powerful software is better for the society at large. Encouraging people to not give up when they encounter simple problems and promoting systematic thinking is important. But it's not as profitable and you lose users.
Re: Building games that can be understood at a glance
#7We've sold the game and now it includes a tutorial with written explanations of what to do. In my view, the tutorial is unnecessary, because it's far nicer to just show the level and have the player figure out what the game is about intuitively.
Re: Building games that can be understood at a glance
#8Alternative title: Building single screen casual games.
This. The continuous push to make everything easy (as in gameplay and also learning) is annoying. Not all games have to be simple. I believe games have huge potential for teaching problem solving and systematic thinking, but by dumbing them down were partially eliminating this. The ultimate example are mobile games. They optimized for profit by dumbing them down and adding addictive, simple gameplay loops. They also…
Re: Building games that can be understood at a glance
#9Alternative title: Building single screen casual games.
This. The continuous push to make everything easy (as in gameplay and also learning) is annoying. Not all games have to be simple. I believe games have huge potential for teaching problem solving and systematic thinking, but by dumbing them down were partially eliminating this. The ultimate example are mobile games. They optimized for profit by dumbing them down and adding addictive, simple gameplay loops. They also…
Take something like Civilisation. You don't need hours of tutorial to play the game. As the game progresses, it becomes more and more complex, but you start with 2 units, no enemies and no technology. After you build a city, technology is introduced. As you start exploring, enemies are introduced.
If civilisation threw new players into a typical midge scenario, players would need to read manuals and use tutorials and spend quite some time getting an overview of the current state.
Even complex games can start with the player playing a game.