Do Tutorials suppress Play?
So I was listening to Another Castle interview the extremly interesting Eric Zimmerman. They were talking about the subverssive nature of play when my brain started drifting to tutorials, thinking about Limbo. Then I realised that not once on Glo did we ask, do we need tutorials?
Now I know the indie and art games scene has been promoting this concept of subversive play for a long time but I ask you how many developers question the need for a tutorial?
Too many paths
Back in the NES days we had a d-pad and two buttons. The exploration space was tiny and welcoming, the modern game-pad or keyboard offer too many options of exploration. Think of giving a child a set of water-colours, oil paints and pencils along with a blank piece of paper. Often the huge scope scares them and if it doesn't bore them the resulting mess is epic. Think then of a child with a small set of crayons and a colouring book with rough outlines. They are much more keen, the results are better and often they will totally subvert the original drawing.
The rise of the touch interface, a very natural playful interaction and hopefully Kinetic give us a much better understandable scope of play.
Meta Rules vs Mechanical Rules
We made Petanque for the Wii in which we implemented the strict meta-rules of Petanque. Now these rules are very conceptual, like don't step out of the circle or don't throw the ball out of the white lines. There is no real feedback for breaking these rules so there is no way of learning them through play. If you give kids a football they will learn to kick, run and pass through play. It is only months or years later that they are introduced to the stuffy artificial rules we make for the game.
Now imagine instead of white lines we had a massive cliff going into lava, and instead of a circle we had a massive ball and chain. Mechanical rules and feedback, which we could implement in the game space. Now the rules of the game can be learnt much more easily through play.
But I'm confused
I suggest that tutorials are often compensating for overly complex rule sets which are not consistent or evident. For instance in Glo many people struggled with the Frogs. By the end of the project the art and behaviours of the frog were much more clear, and the levels better at exposing them. Though when we first hit the problem the obvious solution was to make sure the tutorial was better and clearer.
I now think we could have removed all the tutorials in Glo, provided a help section if people got truly stuck and removed the post level feedback screen. It would have resulted in a much stronger experience. One in which you can play and explore the game freely.
But the publisher
As Braid pointed out they had a nightmare getting their menu system accepted because it subverted accepted established systems. Mircosoft's stance is understandable, even praise worthy in its goal to keep a consistent experience but ultimately Braid was better for its exploratory nature.
Publisher's will often request non-expertianal things like stats screen, known mechanics, and tutorials. This is not because they are evil but because they wish to reduce risk. It is a games designer job not only to convince the development team of these new ideas and methods of subversive play but also the publisher.
What do you think?
This has all exploded in my brain today, coalescing from many different sources and I still haven't finished processing it. I would love to hear your thoughts on it.
Podcast #5: Develop Technical Art
I pull in Nick Lewis and Neil Richardson again to discuss some technical art talks from Develop. The main talks we focus on are Jolyon Webb from Blitz games RnD talk, and a talk about the EyePet from James Answer.
We talk about RnD teams, and process. How to get artists into RnD and the advantages of doing more in Maya. Look at the advantages of Facial Bone Rigging vs Morph Target. The right right way or the hacked way. Re-targeting animations for systems like Move & Kinetic.
Next time we will dive into the conversation we touched on at the end, of game drama.
Hope you enjoyed this week. Please provide feedback
- Comment on the Blog Post
- Poke me on Twitter (@EvilKimau)
- Suggest new topics on our Topics Suggestion Page.
Develop Conference

So got back from Develop and was slightly wiped out. So no podcast today, hoping to pipe one out on Monday. I apologise for the delay.
There is good covereage at Develop site and some funny and very good coverage at RPS.
Though I must caution that often the press cherry pick or focus on a tangent of a talk meaning you miss the real value of the talk. In Tim Schafer talk he noted rather amusingly at how Journalists pens work hard whenever he says a number. I do wish more analytical pieces were written and less "wire" pieces which try find facts and spew them out.
Went to two great talks about Technical Art which got my programming brain buzzing on topics of tools and tricks. One from Jolyon Webb from Blitz games, which really got me thinking more and more about doing more with less. The other from James Answer from Sony about EyePet. They had loads of small little tricks.
There was a fascinating talk about dramatic delivery from Georg Backer of Lionhead Studios. It really got me thinking about things in so many ways. It reminded me about the value of work-shopping. I work shopped scenes from all my plays, it was my key tool of refinement, but never have I used it in games. So that was great.
Mostly my mind was buzzing with Kinect, and the future. I've worked with phones, wii-motes and the move. The Wii initially got me super super excited, and to some extent it still does. Move does not, after it arrived a 2 minute play with a lightsaber sensor and I knew its insides and out. It still provides interesting opportunities, but is limited. Kinect is a whole new animal built from old tricks, software is the key.
The talks from Nick Burton, from Rare, and Andrew Oliver, from Blitz, both fired my brain with ideas. The key ingredient here is invention, stop thinking about how to make old games work with new controllers but instead think of games for the controller. I want to write a whole new article on this but yes Kinect is VERY exciting.
Both the Keynotes were brimming fill of good advice, and the other talks gave me a lot to think on. The talk on Business Intelligence from CCP was interesting but a little shallow, a taste of the interesting depths which they delve.
So more to come, but yes my head goes buzz buzz buzz.
Podcast #4: Balancing Art & Code
I pull in Nick Lewis and Neil Richardson to discuss balancing art and code needs. We talk about how to get the best out of both. How programmers and artists can get the most out of each other. Communication between teams, and how to manage it.
We also divert onto terminology, UV scrolling, cell shading, palletisation, and Futurama.
Hope you enjoyed this week. Please provide feedback
- Comment on the Blog Post
- Poke me on Twitter (@EvilKimau)
- Suggest new topics on our Topics Suggestion Page.
Concrete Examples
So I have some paper examples composed. They serve to demonstrate, but I feel are rather lacking. I don't think the true nature and power of the system will be exposed until I plug it into a living system or game.
Examples
- Agent Knowledge Example
- Query & Response Example
- Traditional Dialogue Tree Example
- Reference Scenario
Questions? Thoughts?
Gun ho Gimmicks
There is no magic, silver bullet, secret recipe or hidden formula. These words have been spoken many times by more successful, intelligent and thoughtful people than me. Yet people still seem unable to listen. Quality is the primary thing. It can be called passion, drive, craftsmanship or love but the result is the same.
Back in high-school I remember everyone readying their final year pieces. The really amazing pieces looked practically finished by the half way point of the year. Yet they did not slow down, they just worked harder. You thought it couldn't get any better they would work for hours improving a spot here, a line their. Blending a few more colours there. In the end the work shined with the effort.
The only talent or magic that is needed is experience, and a desire to polish. The ability to put in hours on hours on a work without halting.
So next time you are working on something, or someone suggests a feature. Ask yourself if it adds values. Next time you think something is finished, search until you find the flaws. No work is ever finished, and yes money, time and sanity requires we end a project at a point. So let's keep the love and quality and leave the gimmicks to cheap and tacky.
Thoughts...?
Generating Data
Over 13,000 characters and this blasted XML is still not complete enough to provide a decent concrete example.
Thank you CSS for making it legible to the human eye.
I may look at doing some examples tomorrow night.
Podcast #3: AquAttack
Aqua Attack Facebook Page
So into the hot box I grab Tony Carter and DT to talk about our new release, AquAttack.
Some topics we cover
- Micro Production vs Traditional Console
- Difficulty, Challenges and High scores
- Finding the Fun
- Digital Marketing
- Quality and Innovation balance
- Unique Art style
- Accessiblity and Colour Blindness
- Creating the Advert
Edit: Whoops the correct spelling is AquAttack, fixed.
Hope you enjoyed this week. Please provide feedback
- Comment on the Blog Post
- Poke me on Twitter (@EvilKimau)
- Suggest new topics on our Topics Suggestion Page.
Aquattack! for PSP minis
Aquattack! for PSP minis.
Free the captured fish before the fishermen haul in their nets! Try to beat your high score in arcade mode, or play against the clock in one of the 50 individual challenges.
On sale 7th July 2010 in the PlayStation®Store
It's out next week folks. Also I'm hoping to record a podcast with the two key developers on the project.




