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This thought just randomly occurred to me as I was giving feedback on a game. I first started playing CRPGs when they were a new thing. And the vast majority of players were new. Games came with detailed player manuals that you were expected to read and they explained how everything worked. Even how to boot up and start a game. Like insert disk A into your computers floppy drive or some such thing. Why? Because everything was new. And there wasn't an internet to go to for answers.
It struck me that every player has to have their first game. Every player is new at some point.
But in thinking about some recent games that I have played, I seem to recall doing things such as trying controls, not because the game told me that was how it works, but because that is what I am accustomed to. Like pressing ESC to pull up a menu or something.
The more I thought about it, the more I wondered how many games actually approach their design as if that game is going to be the very first game that the player is playing. Therefore, you can't take anything for granted. You can't assume the player will know how to do anything. They have no other game play experience for context.
As an ancient school player, I still prefer a player's manual that I can reference, but that seems to be more rare now a days.
In your experience and recollection, how many games are designed as if this is the very first game the player will be experiencing and they are completely new? Not looking for an actual number here, but more of an impression of is it very common, fairly common, less common, not common at all?
Is your experience different between professionally developed (studio) type games and smaller, indie developed games?
If you are designing your own game or if you have ever published a game, did you take that approach? That there might be players where your game will be their very first experience and you really can't take anything for granted?
Now, I realize that approaching your game design as if your game will be the very first game a player might experience might constitute more work. But I am very curious what your experience is in this regard.
Thanks for sharing your thoughts and happy game designing and developing!
It struck me that every player has to have their first game. Every player is new at some point.
But in thinking about some recent games that I have played, I seem to recall doing things such as trying controls, not because the game told me that was how it works, but because that is what I am accustomed to. Like pressing ESC to pull up a menu or something.
The more I thought about it, the more I wondered how many games actually approach their design as if that game is going to be the very first game that the player is playing. Therefore, you can't take anything for granted. You can't assume the player will know how to do anything. They have no other game play experience for context.
As an ancient school player, I still prefer a player's manual that I can reference, but that seems to be more rare now a days.
In your experience and recollection, how many games are designed as if this is the very first game the player will be experiencing and they are completely new? Not looking for an actual number here, but more of an impression of is it very common, fairly common, less common, not common at all?
Is your experience different between professionally developed (studio) type games and smaller, indie developed games?
If you are designing your own game or if you have ever published a game, did you take that approach? That there might be players where your game will be their very first experience and you really can't take anything for granted?
Now, I realize that approaching your game design as if your game will be the very first game a player might experience might constitute more work. But I am very curious what your experience is in this regard.
Thanks for sharing your thoughts and happy game designing and developing!