I have reworked an aspect of the game that isn’t very spectacular at first glance, but pretty important: The input hints, teaching new players how to play the game.
Naturally, I want to communicate very clearly and in an easily understandable way what controls the player needs to use in order to play the game. Also, I originally wanted to hint at the fact that there are several different input devices that the player may use, like mouse and keyboard, gamepad or touchscreen.
What I came up with was this:
What you’re looking at here is a modal window that is displayed on top of the game.
- The game itself is paused for as long as this tutorial screen is visible and continues once the player confirms with the OK-button.
- The input device currently used by the player is highlighted within the window, so if, for example, you’ve been using mouse and keyboard to play the game so far, then that input hint is shown front and center, with the respective text description.
- Additionally, you can see on the right side the input scheme for the same action on the other input devices.
I thought I was in pretty good shape with these, but further play tests with friends an colleagues have shown what probably should have been pretty obvious from the start: These tutorial screens are quite awful :-P
- By using a modal screen, in some cases even during gameplay, I interrupt the game and take control away from the player, which is always unpopular
- The graphics are too complex, especially the keyboard illustration has too many details that are not important for the player
- The additional possible input devices are irrelevant to the player in that moment, who very likely just wants to know what to do on the very device they’re using right now
- I thought the text description below the graphic was short and snappy enough, but I still underestimate how little patience players have when they just want to play a game
The result was that in most cases, players didn’t look or even read what the tutorial screen showed them. Instead, they perceived the screen as an intrusion, trying to remove it as quickly as possible, sometimes while ignoring the hints completely.
So I reworked the input hints, making them much simpler and more intuitive:
- The game is not interrupted anymore,
- the hint graphics are much simpler now
- and on top of that, they are now animated
Again, it seems obvious in hindsight ;-) Hopefully, this will work better in the next playtest.