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The team had some issues deciding on how to guide the player through our game and teach them the proper fundamentals before throwing some truly challenging in interesting level designs at them.

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How Do We Guide the Player?
The team had some issues deciding on how to guide the player through our game and teach them the proper fundamentals before throwing some truly challenging in interesting level designs at them.

Some knowledge you gain by testing is exactly how stupid every other player appears to you, as a designer. You cannot ever expect them to get it on the first try, and if they do it’s a random occurrence, it will not happen a second time. Something we’re constantly told is to treat the player like an imbecile, which we’ve had to employ more times than we’d like.

We wanted to make a game that envelops the player through some interesting levels and some challenges, not just by giving them a fun experience; that was our first design mistake. We needed to come up with some good ways of getting the player into our game and into the core of the experience without making it seem dumbed down to the lowest denominator, or the worst possible player.Our solution to this is coming tomorrow morning in Player Killer.

Kramer, out.

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