GAMES GATHERING 2018 KYIV

Creating tutorial experience of your game

Talk recording: Creating tutorial experience of your game

Andrey Taliashvili

Hall:
Wood Hall (Game Design Track)

What the talk is about

Andrey Taliashvili explains how to build a tutorial that gets players into a game quickly without boring them. An ideal tutorial is almost invisible, light on text, interactive, fun, split into short pieces, gives hints exactly when needed, and can be skipped. Any teaching follows three steps: introduce a mechanic, let the player try it in a safe place, then validate that they can repeat it. He compares rigid scripted tutorials (as in Clash of Clans or Game of War) with softer, contextual ones, using Far Cry 5, Half-Life 2, Clash Royale and Uncharted as examples. He advises thinking about the tutorial during design rather than at the end, and playtesting with real players as early as possible. In the Q&A he discusses how much to explain depending on the audience. Useful for game designers and producers.