This is a Talk About Tutorials, Press A to Skip

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Күн бұрын

In this 2016 GDC Europe talk, Those Awesome Guys' Nicolae Berbece explains how to make a good tutorial without the player even realizing that they are going through one.
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Пікірлер: 138
@skipthetutorial
@skipthetutorial 5 жыл бұрын
I'll sit this one out.
@SkipToPlay
@SkipToPlay 5 жыл бұрын
me too
@MrLuigiBean1
@MrLuigiBean1 5 жыл бұрын
Didn't expect to see you here, Skip!
@yolostudio5972
@yolostudio5972 4 жыл бұрын
00:50 Press A to skip 01:40 What to avoid: First stuff -> Pop ups 02:34 Avoid Controller Schemes 04:30 Avoid Walls of text 05:20 What to do -> TEACH GRADUALLY THROUGH EXPERIENCE 11:14 Testing your tutorials 14:07 No tutorial option 15:03 Make things easy to understand by using STANDARDS 16:30 Directing attention 17:25 Localization (not about translate) 17:54 Controllers 20:40 Conclusion + Q&A ======================================================= We are # yolostudiogame - a small indie game studio. We are seriously learning about the game industry. So we tweet a GDC video summary every Tuesday. Happy making game, everyone!
@akirachisaka9997
@akirachisaka9997 5 жыл бұрын
I'm just so glad someone mentioned the PlayStation's X-confirm vs O-confirm problem... There are Japanese games that are designed to use X as jump and O as pick up... And when they get ported to US... well...
@mattj2389
@mattj2389 4 жыл бұрын
Problem? Games have been using different buttons forever and we adapt. It's not a problem.
@gravityhypernova
@gravityhypernova 4 жыл бұрын
I always get messed up trying to use a console controller, since I have almost no experience using them. It's a bit strange that there is that standard of X for confirm and O for cancel. An X has a negative connotation in Western culture too; crossing something out. Getting an answer wrong on a test. The X is blue and the O is red too; that seems like it should be reversed, given the usual associations with each. So the Japanese way seems more logical... and well, they invented the scheme first, right?
@milboxr9772
@milboxr9772 3 жыл бұрын
@@gravityhypernova I never noticed that I guess I just got so used to it
@columbus8myhw
@columbus8myhw 3 жыл бұрын
In Japan, they don't make check marks, they make circles. So on a test, for example, a circle next to a question means you got it right, and an x means you got it wrong. I had a Japanese language teacher who would draw a huge circle across the entire page if you got everything on that page right.
@pierrestempin100
@pierrestempin100 4 жыл бұрын
4:15 Sooooooooooo much thanks for sharing this !
@Joeofiowa
@Joeofiowa 2 жыл бұрын
That bit at the beginning was pure gold
@thomasbayer1843
@thomasbayer1843 4 жыл бұрын
Grade A talk. Amazing. The point is focused and clear!
@AndrewRKenny
@AndrewRKenny Жыл бұрын
So many amazing insights in this video. It's been a while since I first watched it but I come back to it now and then just because observations like the timer taking focus away from the player and the like is amazing.
@emberytp
@emberytp 4 жыл бұрын
A reminder to accomodate for non-qwerty keyboards so people don't have to start using AutoHotKey just to play a game that's hardcoded WASD. Personally my favourite button-mapping experience was Hat in Time PC, not counting the times my DS4 wasn't being recognized for some reason.
@gassnake2004
@gassnake2004 4 жыл бұрын
Some games just don't do well with the "immersive" approach to tutorials. Imagine how a game like ARMA or Dwarf Fortress would do without popups and wiki guides, respectively, just to tell you some of the options that are available. Also, some players actively avoid learning how to play a game, then get mad when they don't know how to play, which can be a bit rage inducing...
@BrotherO4
@BrotherO4 Жыл бұрын
That is due to another issue. The game controls aren’t design not streamline well enough. So instead of fixing the issue they slap a bad tutorial. Which is what all bad tutorials mostly comes from. Some sort of bad design, bad levels design, or whatever then simple slap some tape to fix it
@sirdiealot7805
@sirdiealot7805 5 жыл бұрын
Great talk as always Xelu.
@buttonasas
@buttonasas 5 жыл бұрын
...Except Starseed Pilgrim, the example game with "no tutorial" actually has a one minute tutorial to make sure you know the controls :D It helps a lot and breaks no mystery!
@johnx140
@johnx140 4 жыл бұрын
This was the best talk to far!
@FusionDeveloper
@FusionDeveloper 4 жыл бұрын
You know what I don't like in games? when you just stare at a destination and ignore everything created in a level, to reach the destination. Yes, I like to know where to go, but I think something like a compass would be better. Outer Worlds just came out and I think the main selling point is the visuals in the environment, but i find myself not seeing the environment, while just trying to hurry and get to the next map marker. I think it you just had 3 dots on the cross-hairs like < · > where you are told go left, straight or right, you could then relax and enjoy the scenery, while always knowing which way you are supposed to go, and not worry about getting lost or create tons of backtracking on accident, due to wanting to adventure and explore.
@Will_Forge
@Will_Forge 3 жыл бұрын
The iconic line "It's dangerous to go alone. Take this. *gives you a sword*" is memorable because none of us remember that it's actually the best tutorial we've ever seen. In one screen, they tempt you with a cave. In one line of dialogue, two short sentences they tell you "this game is dangerous, and entirely about combat and overcoming dangers." then "You will be on your own, and will have to solve the game's challenges (puzzles) by yourself, alone." and then follow that up by driving the point home with an order "take this" while granting you a weapon to defend yourself with a fanfare that would become the most iconic item acquisition audio medley in video game history. Getting that sword screams "this sword is cool. this is what you need to learn to use next". By reusing the same fanfare and pose throughout the game they continue to remind you of that lesson: "This is the item you need to learn to use and master next", or "this is important, watch how this item changes your health or the functionality of your candle." It's amazing, and inspiring, and I never even realized how much of a tutorial it was until just now.
@TheMisterGuy
@TheMisterGuy 2 жыл бұрын
That's not a tutorial. Please stop pretending everything Miyamoto does is genius. Also please stop pretending that giving the sword is "the tutorial" for Legend of Zelda. There's a whole manual, the title screen tells you the story and shows you all the items in the game, there's a map of the overworld in the manual...there is TONS of tutorial material that you're pretending doesn't exist, and you're acting like this game was easy to understand when it wasn't and there were tons of external "hint" systems.
@JustDaZack
@JustDaZack 8 ай бұрын
Top Tier Presentation! Here in Germany the keys of "Y" and "Z" are switched on the keyboard. Often this leads to lots of frustration when playing a game that has e.g. a "Z/X/C"-scheme mixed with fast gameplay on top of not offering changing the input.
@ashutoshbains5967
@ashutoshbains5967 5 жыл бұрын
BOTW has done a pretty good job with the tutorial part.
@Will_Forge
@Will_Forge 3 жыл бұрын
I was gonna say "Original Zelda". The iconic line "It's dangerous to go alone. Take this. *gives you a sword*" is memorable because none of us remember that it's actually the best tutorial we've ever seen. In one screen, they tempt you with a cave. In one line of dialogue, two short sentences they tell you "this game is dangerous, and entirely about combat and overcoming dangers." then "You will be on your own, and will have to solve the game's challenges (puzzles) by yourself, alone." and then follow that up by driving the point home with an order "take this" while granting you a weapon to defend yourself with a fanfare that would become the most iconic item acquisition audio medley in video game history. Getting that sword screams "this sword is cool. this is what you need to learn to use next". By reusing the same fanfare and pose throughout the game they continue to remind you of that lesson: "This is the item you need to learn to use and master next", or "this is important, watch how this item changes your health or the functionality of your candle." It's amazing, and inspiring.
@RomainDelmaire
@RomainDelmaire 3 жыл бұрын
I don't really agree with saying "don't take away mechanics after the prologue". That is what Metroid Prime does, and imo, it makes the game better. It gives you a goal, you start with those awesome powers and taking them away from you gives you a reason to go get them back.
@judgeomega
@judgeomega 3 жыл бұрын
for games that start slow, giving players a glimpse of high level gameplay could keep ppl playing who might otherwise think the entire game is going to be slow.
@KrymsonScale
@KrymsonScale 3 жыл бұрын
Some great games start out like that, you should definitely do what is suited for your game.
@tigerhead85
@tigerhead85 3 жыл бұрын
"Mechanics", not lvls, powers, skill, or attributes (or the like). What I understood it to mean is not taking out core game mechanics, say they gave you the ability to fly in a prologue, but after that you never fly ever for the rest of the game.
@Gnidel
@Gnidel 3 жыл бұрын
@@judgeomega Isn't it better to just not start slow?
@pawelmurias
@pawelmurias Жыл бұрын
@@judgeomega starting with a fast glimpse, then slowing down and then speeding back up seems like a counterproductive approach
@eminimamoglu3072
@eminimamoglu3072 3 жыл бұрын
Great talk
@LadieFromHell
@LadieFromHell 5 жыл бұрын
Out Standing, yes Developer's Should follow his Video!
@VertegrezNox
@VertegrezNox 5 жыл бұрын
^_^ GDC has lots of great vids & I enjoy sharing them with my dev friends
@FractalPrism.
@FractalPrism. 4 жыл бұрын
skullgirls has a fantastic tutorial system, it addresses noob and vet levels of skill.
@dannyl5771
@dannyl5771 5 жыл бұрын
Good Talk, thx !
@sepnax
@sepnax 5 жыл бұрын
am I the only one that finds satisfaction in figuring games out that have terrible tutorials and mysterious UI and control design. There's special excitement to it because if you miss something crucial then you're in big trouble.
@martinsalko1
@martinsalko1 5 жыл бұрын
You're on for a treat when a video starts with "hellouu"
@SenorFlamingo
@SenorFlamingo 11 ай бұрын
9:56 The picture on the right is actually a game called Command&Conquer Red Alert 2: Yuri's Revenge, not Warcraft 4. As a veteran player of the game I couldn't help myself but correct the mistake.
@howmuchbeforechamp
@howmuchbeforechamp 4 жыл бұрын
who has taken the controller and just started pressing all the buttons to map what they do?
@EduardoYukio
@EduardoYukio 5 жыл бұрын
This was absolutely amazing, It filled me with determination! Mainly the Dead Space/Half-Life 2 comparison, it made me very happy to realize those things.
@allooutrick8266
@allooutrick8266 4 жыл бұрын
The hero of the people
@Dominik-K
@Dominik-K 2 жыл бұрын
Wait a minute! I know ... Wow, the internet is a small place, and I really like this GDC talk
@dorobo81
@dorobo81 5 жыл бұрын
Yes INSIDE did it perfectly
@AnderBoniolo
@AnderBoniolo 2 жыл бұрын
THANK YOU FOR THE PROMPTS!
@Nein01
@Nein01 3 жыл бұрын
4:09 "so here are all the controllers out there" No GameCube buttons, the best controller ever made
@MortalVildhjart
@MortalVildhjart 4 жыл бұрын
Great talk, Sad that there was so much Phasing on the Mic at some point.
@DctrBread
@DctrBread 5 жыл бұрын
tbh there are times where i would prefer to just have huge documents possibly paired with some useful debug tools as my tutorial. obviously this doesn't work for your average game or use case, but if im just trying to learn everything i possibly can as fast as i can, i hate not having that kinda thing available.
@SteadyPaceVince
@SteadyPaceVince 3 жыл бұрын
You should have be given more time to this guy, his talk is pretty neat
@zenithquasar9623
@zenithquasar9623 5 жыл бұрын
Also, maybe have one UXer on the team, they will sort your stuff out. ;)
@columbus8myhw
@columbus8myhw 3 жыл бұрын
Something interesting about _The Witness:_ the only way you ever interact with the world is through drawing lines. There are no buttons or levers, just lines. So the controls are very easy to learn. (The puzzle types are harder…)
@columbus8myhw
@columbus8myhw 3 жыл бұрын
The game is about solving puzzles in a 3D environment. The way you solve these puzzles is by drawing lines. Most of these puzzles are on little screens found throughout the world. The game never explicitly tells you the goal of any puzzle, nor where in the world to find them.
@NoahNCopeland
@NoahNCopeland 2 жыл бұрын
"dont use reading/pop ups" "so here's my game where I used reading/pop ups"
@rhondahoward8025
@rhondahoward8025 5 жыл бұрын
"Don't treat your players like morons" Sometimes it's possible to _overestimate_ how smart your players are too though. I remember the interrogation part of Detroit Become Human and the famous objective: make the android "reach optimal stress levels". Only a HANDFUL of Let's Plays I saw got it right. And I mean even the basic concept. So many people didn't get that they were supposed to _raise_ stress, not lower it, and they weren't supposed to pick the nice options like reassurance. They were supposed to pick the pressure ones like terrify. Even I did it wrong, because I got that I was supposed to stress him out, but I was going for 100% which was too much and of course he just self-destructs if you do that. In hindsight, it shouldn't have been too confusing (though Let's Players don't always have common sense. Just saying.). They use color, blue being recognized as stable and good and red as bad. They also give you a bracket of the optimal stress zone but I will admit it's rather small and hard to see on your first playthrough. You'd have to kinda squint to see it. There's even text telling you when the stress is too low, but again, some players were admittedly a bit dense.
@MikeGosot4
@MikeGosot4 5 жыл бұрын
I thought that scene did an okay job for most people but it's a treacherous thing to put it in a bar and colorcode the reactions. Kinda gamifies the whole thing and opens up for confusing interpretations, when it would be more appropriate and thematic to allow it to flow as a dialogue instead of a silly puzzle.
@rhondahoward8025
@rhondahoward8025 5 жыл бұрын
@@MikeGosot4 So how would you redo it? I always like hearing solutions instead of simply what the original problem probably was.
@ozma2985
@ozma2985 5 жыл бұрын
Didn't play the game, but the wording 'optimal stress levels' can easily be interpreted as 'low stress', just the same as 'optimal sugar levels' or 'optimal fat levels'.
@ZoidbergForPresident
@ZoidbergForPresident 5 жыл бұрын
If they're supposed to raise stress, why give the player the option to "reassure"? Seems like a design issue to me.
@u1849ka
@u1849ka 3 жыл бұрын
That's not really overestimating intelligence; it's just being vague. If I say I want "the right amount" of peanut butter on my sandwich, but nothing communicates how much that is, you're not stupid for getting the amount wrong.
@matthiasl.6551
@matthiasl.6551 3 жыл бұрын
10:09 "Warcraft 4" ? I don't get the joke, what is the actual game on the right ?
@notrealvitorYT
@notrealvitorYT 3 жыл бұрын
lol just noticed that. Judging by the UI I would guess its one of the Command&Conquers
@sfisabbt
@sfisabbt Жыл бұрын
Also, about key standards, not every keyboard is qwerty so please let us remap the keys, including the keys used in the construction menu, the level editor, not just the main play mode.
@daxterquiny
@daxterquiny 5 жыл бұрын
I'm sad they don't put the links in the description or anywhere, so: 4:20 - thoseawesomeguys.com/prompts
@kadirlofca
@kadirlofca 3 жыл бұрын
Guys I pressed A it doesnt skip this video
@Mouzekiller83
@Mouzekiller83 3 жыл бұрын
not realy a tuto,but what i realy dislike are gaming hints/tipps you get in some games at the loadingscreen. they can be helpful. but not when they show half a book to read as a loadingscreen tipp but it shows only for a second because the loading is done. had such many times already.
@ElectroVenik90
@ElectroVenik90 5 жыл бұрын
Old Galaxian had a great tutorial.
@b.w.6919
@b.w.6919 3 жыл бұрын
A game's campaign is supposed to be the campaign, gradually teaching the mechanics through relevant story beats. The multiplayer is where all the gloves come off.
@lolindirlink
@lolindirlink 5 жыл бұрын
I quickly want to drop that controller schemes are actually not bad at all! Yes they are overwhelming, and you don't look at everything the first time. But that's why it's often in the boring loadingscreen. I actually did find another ability here and there while staring at such a loading screen. I also often like these scheme's directly in the remap menu. So i think they're -sometimes- a nice addition. But shouldn't ofcourse be the only "tutorial" the game offers.
@Morgwic
@Morgwic 5 жыл бұрын
++ For experienced gamers they are a great way to just check what the controls are at the start of the game so that you can safely skip the boring tutorials without fear of missing out on something.
@hexzyle
@hexzyle 4 жыл бұрын
Putting them in the loading screen means you are still forcing them on players who may not need the info. Tuck that stuff into a menu.
@felenov
@felenov 2 жыл бұрын
I would probably say Portal has the best tutorial. The game is the tutorial
@TheThigh
@TheThigh 5 жыл бұрын
Though i agree that a tutorial through gameplay is preferable where it is equally or more effective, i disagree that it is always more effective. A good example for this is presented in this video- Dead Space's dismemberment system. The system is counter-intuative. A player's first instinct upon seeing a necromorph (dead space's enemies) for the first time is to aim at the largest target and fire until it is dead; which will result in the necromorph tanking your entire magazine to the chest. The problem with implementing a gameplay-induced tutorial for the dismemberment system in Dead Space is that the game intentionally springs enemies on you before you're ready. In this case tutorials through gameplay can either harm the horror elements or alienate the player. Introducing dismemberment through less-than full combat with necromorphs (for example: necromorph limbs serving as an obstacle) serves to de-value the effects of encountering a necromorph for the first time in full combat. And removing the popups/audio logues informing the player of dismemberment can result in the player continuing the game without awareness of a core mechanic of the game, leading to the scenario i presented in the paragraph above. Though i still reserve that i may have not been imaginative enough.
@leandrog2785
@leandrog2785 5 жыл бұрын
I think that mantaining the in-universe message written with blood on the board (which says something like "shoot their limbs off") is enough. But you have to be REALLY sure that the player will notice and read it. Also you could make the player encounter dead necromorphs with their limbs shot off and far away from them (at the places they were before dying). For example, have the player pass through a long corridor, where there is a trail of limbs from the beginning and leading to the dismembered body of the necromorph. If you have several of these and NO dead necromorph with limbs on, it can really drive the point to the player. But i know nothing about that game, so maybe this is thematically unappropriate.
@TheThigh
@TheThigh 5 жыл бұрын
@@leandrog2785 I'd like to start out saying: I appreciate the response and the fact you've approached this thread open-minded. Firstly, the in-universe message in Dead Space is actually a pretty well presented in terms of how naturally it is introduced. The room you are locked in requires you to pick up and use the 'plasma cutter' (Dead Space's first introduced weapon) to break a lock and escape the room. When you go to pick up the weapon, the message is displayed on a well-lit surface just above the weapon. Yet i can imagine a good portion of players didn't see it (myself included), because of the panic induced by the sequence just before entering the room containing the message (the sequence involves being chased down a hallway by necromorphs) or because of other factors. Though the possibility of an in-universe message alone being executed in a way that doesn't take away more than the popup isn't completely improbable to me; it's just that, introducing the dismemberment system in this way is so subtle for a system that has to be clearly introduced to the vast majority of players. Your second suggestion wouldn't be thematically appropriate (And i don't fault you, as you said you haven't played the game). In Dead Space, necromorphs are intentionally never clearly revealed before your first combat encounter with one, the first one you see is only lit by a rotating emergency light and the following ones are in the hallway sequence i referenced above, where they are all at your back. This is used by the devs to keep the nature of the enemy unknown to the player, thus increasing their fear of it. The problem with showing a dead necromorph is that more information is given to the player about the enemy. By doing this you let the player come to terms (for lack of better phrasing) with the appearance of the necromoph, and to demonstrate the dismemberment system to the vast majority of players through this method would mean they could take this sequence at their own pace, which would defuse tension. Your idea about not showing dead necromorphs with limbs is a legitimately good one, which would benefit the game. Though it would have to be displayed well after your first combat encounter. Again, i really appreciate the response. It's allowed me to more thoroughly flesh out my thoughts.
@Jhakaro
@Jhakaro 5 жыл бұрын
What Leandro said yeah. Basically if they just had a dead necromorph or two shown in the light which would grab your attention, that had no limbs on it and you clearly could see they'd been dismembered on purpose it would place that idea in your mind. Then they could have you encounter a lone necromorph in the hallway that doesn't go down easily if shooting to the torso and wastes the like 5 ammo you have unless you dismembered it to kill it and then that forces you to have to run but the necromorph is deliberately coded to make it easier for you to escape by running past it but without the player knowing. This actually heightens the horror aspect, feeling like you cannot kill this thing, rather than taking away from it as you said. Horror is all about feeling powerless. Then you could run into another room down the hall and close the door behind where you see the message cut off their limbs or just listen to the audio file of someone talking about it or even more subtly, talking only about cutting off their own limbs at the end of their life so that they can't come back as one of those "things!" Which gives you the info you need without directly telling you to cut off their limbs. Then you find some more ammo on the now deceased, half dismembered man you found the audio tape on, that bled out, and just at that moment the necromorph in the hall you thought you were safe from bursts through a fan in the wall and attacks you in that room scaring the shit out of you. You now have had a chance to figure it out alone just by seeing a dismembered necromorph or two, if you still didn't get it there, you wasted ammo on the torso and realised it did nothing so ran for safety, scared shitless and feeling powerless to do anything, where you then found a man who tried to dismember himself so he couldn't be brought back as a Necromorph, can listen to the tape where he mentions this, get more ammo AND are introduced to the Necromorph stealth attack mechanic where they bust through the fans and use them to get around the ship. Now you try for the limbs, success! A more fluid tutorial, at least imo. Dead Space was amazing though.
@TheThigh
@TheThigh 5 жыл бұрын
@@Jhakaro I'm interested as to where your sequence would take place. To be maximally effective, it would have to replace the hallway chase (described above) or land just after; and, i'll explain my problems with the sequence in both scenarios. Having the sequence replace the hallway chase creates a multitude of issues. First, if you make the sequence involve a single necromorph, you lose the impact of being chased by a horde of necromorphs, & the elements of introducing the ineffectuality of bodyshots and keeping fleeing a viable option are in almost complete conflict (Spawning the necromorph behind disincentivizes combating it/ spawning the necromorph in front disincentivizes fleeing from it). And what happens if you kill the necromorph? You're left In two empty rooms/corridors, which creates the question- why doesn't Isaac just return to the rest of his crew? And having the sequence have multiple necromorphs has all of the same problems; however, you disincentivize learning the ineffectuality of bodyshots even more, and if you kill the necromorphs you diffuse the horror almost entirely. Having the sequence after the hallway chase carries all of the previous scenario's problems (except for Isaac returning), except you run into another issue, called a 'double climax': a process of blunting the effects of a scene due to a lack of spacing between similar scenes. Also, i'd stay away from showing dead necromorphs before combat with one. It's a major shift of power towards the player.
@DStecks
@DStecks 5 жыл бұрын
It's worth stating that Overwatch has an in-depth tutorial because it knows it might be literally the first FPS you've ever played, and even if you're using a gamepad, changing your view and translating your position at the same time is not something that is immediately intuitive like "press right on the joystick to move right, and try buttons until one of them is jump", so it's really disingenuous to compare the two.
@lue64
@lue64 2 жыл бұрын
oh hey mental checkpoint again
@diegobrando3409
@diegobrando3409 3 жыл бұрын
People who don't like tutorials are the same people who get stuck in certain situations and complain how unfair the game is. Or complain the game has shit controls.
@KrymsonScale
@KrymsonScale 3 жыл бұрын
I think tutorials are great screeners for people like that. The game isn't for them or they are rushing past a tutorial.
@thedarkdragon1437
@thedarkdragon1437 3 жыл бұрын
A lot of games have missed the memo. Attention span wise tho....yhea no, not always, but i guess most of the time.
@vishnuprasanth4725
@vishnuprasanth4725 2 жыл бұрын
I clicked on this video to verify if pressing `A` does anything. It doesn't.
@barkspawn
@barkspawn 2 жыл бұрын
One of the worst tutorials I've seen was in Battlefleet Gothic Armada 2, just constant popups and information overload, unskippable and doesn't let you play around with other mechanics while it's trying to shoehorn you into each mechanic
@maikiby
@maikiby 5 жыл бұрын
A
@TonkarzOfSolSystem
@TonkarzOfSolSystem 2 жыл бұрын
Portal absolutely feels like a tutorial.
@brannonharris4642
@brannonharris4642 3 жыл бұрын
Didn't realize GMTK channel stole this dude's talk for his video. Lmao
@febinthomas1133
@febinthomas1133 2 жыл бұрын
Isn't it the other way around?
@asboll
@asboll 5 жыл бұрын
It is so perplexing why circle and X have not switched position on PS. Xbox has it right with A and B. Closest is continue and right button is no
@pierrestempin100
@pierrestempin100 4 жыл бұрын
Yep but when you have the habit to use Nintendo controllers (with A/B and X/Y switched), there's a time of adaptation to play with XBox controllers.
@alyastastic
@alyastastic 3 жыл бұрын
Nintendo and PS did it first, Xbox is the one that did things different later. The buttons themselves borrow from a cultural standard: in Japan, instead of a tick and a cross they use a circle and a cross. To them that's like if B was accept and A was back.
@XXPomanTradingXX
@XXPomanTradingXX 2 жыл бұрын
Was the controller scheme for fable??
@TonkarzOfSolSystem
@TonkarzOfSolSystem 2 жыл бұрын
8:14 If you ever actually watch a new player play Half Life 2 you'll realize they completely miss all of these things.
@jnx7884
@jnx7884 3 жыл бұрын
a
@u1849ka
@u1849ka 3 жыл бұрын
I still hate that WASD took over the keyboard standard. :/
@squib308
@squib308 2 жыл бұрын
There is nothing more annoying to a PC Keyboard/mouse player than stupid 'press X', 'use RB' for a game. If that happens when I start playing I _know_ it's gonna be some crummy port or someone didn't give a crap about keyboard mouse users, and is going to be miserable. just quit and never go back to it.
@ZoidbergForPresident
@ZoidbergForPresident 5 жыл бұрын
16:00 wasd is entirely unplayable. I know the guy meant that the standard is to use the keys over there on the left but please, stop HARDCODING the controls! wasd to move on an azerty keyboard renders your game unplayable.
@GameDevMadeEasy
@GameDevMadeEasy 5 жыл бұрын
Who uses an azerty keyboard? And for what context? But yes, controls should be easily mappable by the player. I agree with that point. But as a developer, I always test using WSAD + mouse (if needed) in the engine while working.
@ZoidbergForPresident
@ZoidbergForPresident 5 жыл бұрын
@@GameDevMadeEasy Well anyone in France and french-speaking Belgium for starters. Including me. And of course when you dev, you use your own layouts. Although with the world dev teams now they could easily use different layouts so I'd say that's something that should be implemented asap, even in dev. Unless you want to alienate players, if yes then enjoy it. :P
@VertegrezNox
@VertegrezNox 5 жыл бұрын
When he was talking about control scheme mapping, my thought was.. Just allow the player to customize it, and we're mostly good. Also "new controllers" (such as MOBA mouse) are more prevalent now, compared to 10-20 years ago. I don't expect Devs to know my button mapping, but it should be reassignable.
@ZoidbergForPresident
@ZoidbergForPresident 5 жыл бұрын
@@VertegrezNox Actually I think he was talking about the fact that such things SUBMERGE the player with info, like reading the 100 pages of a new boardgame manual to people you want to play with. :P
@VertegrezNox
@VertegrezNox 5 жыл бұрын
2:33 oh it's definitely more than one reason not to do this ^_^ I remember N64Goldeneye007 had several schemes to use but nothing inbetween "Kissy" & "Honey" controls (changes more than just shoot button, but look & movement are different too) many newer games stopped doing this, but still occasionally I run across a modern game with these 1990s limited control/button layout options.
@alexfrank5331
@alexfrank5331 2 жыл бұрын
"Popup text is horrible!" Then he makes a game with pop-up text that also moves AND has a time limit to read. /facepalm Would've been better if each round starts with a test/warm up, it only ends when each player does the mechanic once. The player who figure it out first will just tell his friends, and it's interactive and you know each player knows what to do when a round beings.
@mdvhimself
@mdvhimself 5 жыл бұрын
im wondering why is there an ow thumbnail, if ow has the worst tutorial ever created.
@leandrog2785
@leandrog2785 5 жыл бұрын
Answered your own question?
@mdvhimself
@mdvhimself 5 жыл бұрын
@@leandrog2785 no
@ZoidbergForPresident
@ZoidbergForPresident 5 жыл бұрын
Correction: worst recent GAME ever. XP
@leandrog2785
@leandrog2785 5 жыл бұрын
@@mdvhimself If you didn't realize, i was suggesting that the reason it's featured in the thumbnail is that it has a bad tutorial.
@mdvhimself
@mdvhimself 5 жыл бұрын
@@leandrog2785 no, it was featured cause it was meant to be clickbait
@gustavosantos106
@gustavosantos106 2 жыл бұрын
Everybody keeps saying Dark Souls is such a good game, I didn't played it just because of 3:21
@pauldaulby260
@pauldaulby260 2 жыл бұрын
please stop putting crouch on ctrl, it hurts my hands
@KrymsonScale
@KrymsonScale 3 жыл бұрын
It's good to a point, but it just feels like whining, after a few minutes with the game you get used to the games inputs and input scheme, so all this just seems is complaining that tutorial aren't perfect.
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