Tutorials: Too Much or Not Enough?
They tested their prototype of a real life simulation game with gamers an non-gamers and a pattern began to emerge:
Ann, the more experienced gamer, was willing to explore; Betty [familiar with computers but with little video game experience] was hesitant to click on anything before confirming it was the right action. [...] We learned that the tutorial should be explicit about what players can do in the game and should explain what happens when a player performs a game action. We also need to allow users to skip the tutorial and explore the game if they feel comfortable doing so.I think it is import to tell the user, that she can "skip the tutorial and explore the game [AND can] feel comfortable doing so". -- Whatever tell means in this context. -- Otherwise the user might not trust that she can explore it without reading through all the tutorial stuff.
Conventions: Is That Supposed to Mean Something?
They have grayed-out non-clickable buttons, but:
it wasn't enough to follow web standards, especially when the target audience has little familiarity with digital media.So they decided to not display buttons until they are introduced.
Content: Missing the Point
Too many feature, that are not directly connected to the main goal of the game, distracted the user from the main goal. Also, the head-up display became overcomplicated.Featuritis -- who does not know the problem, but everybody runs into it from time to time -- everybody!
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