Tutorialization: Hiding Your Gameplay Rules in Plain Sight
Date : Tuesday, November 13th - 14.30 - 15.30 > 510D
Description: How a developer might handle tutorialization and teaching the player the rules of a game when they are not allowed any text, UI, or spoken dialogue. Taken to this extreme, a very conscious approach to teaching needs to be taken. Pedagogical principles can be applied to level design much the same as with traditional teaching. Tutorials do not need to be boring! People inherently like to learn, even if it's done subconsciously. Includes specific examples used in Little Nightmares, both practically and theoretically.
Targeted public: Intended largely for level designers, but overlaps heavily with other disciplines like writing, game design, UI design, and level art. No hard prerequisites, but an interest in design helps.
Takeaways: It is very important to know your intended audience, particularly with what they can be expected to know (schema). There are many ways to introduce new rules or strategies, and it's important to choose a method that makes sense within the scope and goal of the game.