LEARNING IS FUN!
Even if you've never been a great school fan ;) , I'm pretty sure you'll agree with me when I say that in games, learning is fun !In fact, learning is at the core of any game, and it's definitely the most fun part of it.
- Learning your abilities and how to use them
- Learning the world and how it works.
- Learning your enemies, the challenges and how you can end up victorious.
- Learning new tactics, getting better at what you do.
Level Design is the main artisan of this teaching/learning and it's an important part of any game.
Finally, learning and mastering something is gratifying and you should never miss the opportunity for the player to feel smart from have learned something new.
THE "IDEAL" TEACHING STRUCTURE
Presentation / Learning : show and explain the player.
Present the new mechanic, the new element and how it works
i.e. Grapple Hook example (part 1 /3
The player is chasing an enemy through a military base when he escapes right in front him by using a grapple hook to jump over a chasm.
The HQ tells the player through radio that those grapple hook devices the enemy used are probably compatible with his gear and that he can grab one in the nearby crate and use it for himself.
Objective = Get a Grapple Hook Device.
- Show : The NPC shows you the device, how it works and what it does.
- No text : UI is pointing at the crate, voice tells you what to do. Clear game objective : grab the grapple hook device.
Training : time for practice.
Provide a setup where the player can safely use his new technic / ability and train as much as he wants.
i.e. Grapple Hook example (part 2 /3)
The crate of Grapple Hooks devices is on a platform a few meters above ground.
The player can climb there with a ladder and once equiped with the device, the HQ voice tells him how to do it (i.e. Aim for a wood surface and press "Right Bumper").
Next objective = try the device.
The UI objective marker is on a nearby platform only reachable with the grapple hook.
Next objective = try the device.
The UI objective marker is on a nearby platform only reachable with the grapple hook.
There's more than one platform and the player can can easily spots nearby places with bonuses on it (ammo, health, coins, etc) only reachable with the grapple hook.
- Training Ground : Multiple platforms at various distances and height so the player can train and see how his new toy works :)
- Safety : no risk to die there. (platforms might be above water) You can try as long as you want.
Trial : making sure it's understood.
A challenge to make sure the player has learned.
This part is especially important if it's a chore mechanic that you want the player to have understood : you don't want your player to miss a key part of the gamegplay.
i.e. Grapple Hook example (part 3 /3)
After reaching the distant platform, the objective changes to "Use the Grapple Hook to cross the chasm".
The only way to continue is to follow the path of the escaped NPC and jump over the chasm.
This is trial in the sense that if the player has not understood how it works, he won't be able to pass.
If it takes too long for him (i.e. the player has the grapple hook and he has been down on the ground for 30s) you might want a HQ radio msg to remind him what to do + some extra UI pointing at a piece of wood on the other side if he doesn't progress.
GENERAL THOUGHTS
I won't go into tons of details but generally speaking you should pay attention to
- Learning = Playing. You should never give up on fun for the sake of teaching the player.
Chances are good that something boring to teach will end up being boring to play... - Make it fit into the universe : as much as possible make the teaching sequences feel natural and logical in the game flow (narrative, action).
- Playtests is your best friend. When dealing with teaching and tutorial, playtests are invaluable. That's where you'll make sure 100% of players understand what they should.
- Don't overdo it. I mean you don't need to teach players that pressing the left mouse button will shoot the weapon in a FPS. The lighter the tutorials, the better.
Playtests will help you validate the list of what you need to teach, and what is obvious for players. - Backward Teaching (?) (hehe...not sure how I must call it ^^)
So, I just said you don't want to overdo it, but at the same time, you must make sure players have understood and get ready for a reminder in case they've not. i.e. The player keeps shooting his grapple hook at everything. After a few bad attempts, have the HQ radio voice remind him that the device only works on wooden structure + highlight a valid hook point with some UI - No Text : try to use voice and acting NPC and limit the text to the minimum. I know, I know, sometimes budget and timing force you to go the the cheap text tutorial. But try to avoid it ;)
- Having Fun with what you learned : it's super important that the player can spend time playing with what he just learned. It would be a mistake to chain tutorial elements without any "meaty" chunks of gameplay based on it in between.
BUILDING UP COMPLEXITY STEP BY STEP
Teaching is not just about a new abilities or equipment.
To not overwhelm the player, it's usually a good idea to teach him new concepts, make sure he understood what he has to do before adding some challenge on top of it.
i.e. Player's goal is to re activate the Generators of an outpost to power up the defense systeme.
- Left wing is easy and clean.
The player learns what he must do activate the generator (i.e. Activate fuel pump, fix a broken valve, manually start the generator) - Right wing adds challenge on top it.
The player must do the exact same thing but this time, there are enemies attacking.
THE FIRST LEVELS
Although learning is an ongoing process in any game (learning new tactics, new enemies, new environment, new challenges), the first levels are usually pretty heavy on this side.And to make things even more complicated, on top of acting as "The game school", those first levels need to be super engaging.
Temptation is great to start building the game with those (they are the beginning of the game after all :) ) but although you should definitely prototype them early, you should not rush on raising the quality too much...or expect to loose a lot of time on it.
- Build them early and playtest, again...and again...
- Keep it in a "prototype" phase so it's easy to adjust and react to player feedback.
- Did you train everything needed for the player to enjoy the game ?
- Is the order good ?
- Maybe you teached too much, too fast...or too early...
- Is the pacing engaging and the experience fun ? Does the learning fit with the narative / game experience ? (i.e. Half Life 1 & 2 first minutes)
- Make sure the player can have fun playing with what he just learned before learning something new. (i.e. just got a jetpack? the rest of the level should be built on that)
- Pacing is critical : you want the player to get hooked and want more.
- ...but finish them last.
- You'll probably need to throw them away + rebuild 10 times...the simpler, the faster.
- You'll have learned from building all the other levels, and you'll be able to use this experience to make those early levels better.
- Gameplay will change...what' was thought important at the end of preprod might have shifted to something else, the story might have evolved...
- Keep in mind that those early levels are probably the most complicated to pull out (everyone want to put its best stuff into it!) You'll have learned how to do it from other levels.