leading the player without text

Oddball

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So, im making a game were i want to tell the player what to do as much as possible without text. What are ways to do this?

For example: if the player is supposed to look for food, have a gurgling se followed by a ballon with a meat icon

Or maybe present a problem were the player cant pass unless they solve. So they have to look for a solution to continue
 

Milennin

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You can use a custom UI element, like a hunger meter. Then place some conveniently placed food on the map in the starter areas to teach them picking up the food will restore their hunger.

In the case of a puzzle, use unique looking objects that are easy to spot to indicate the player might want to interact with it in some way.
 

Eschaton

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A case for using level design for this purpose. Keep the player railroaded long enough for them to get a good grasp on the initial mechanics, and then open up the sandbox.
 

Wavelength

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Are you trying to lead the player to do something/go somewhere, or are you trying to force them to?  The techniques you'd use to do so are somewhat different.  Also, for what purpose are you doing this... what are you trying to get your player to do?
 

Oddball

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Are you trying to lead the player to do something/go somewhere, or are you trying to force them to? The techniques you'd use to do so are somewhat different. Also, for what purpose are you doing this... what are you trying to get your player to do?
most games give hints in the text of npc's and/or cutscenes. I want to explore other ways of doing this. You know, help the player to know things to advance the plot, without putting it in text. Yet it still be clear an uncrypticI thought icons could be one way, but i want to know others
 

Wavelength

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Two nonverbal techniques that good games use to lead a player are graphical value (players are much more likely to explore a conspicuously-lighted alley in a dark area, for example) and weenies ("hey, I see a treasure chest!  I'll go that way!").
 

Kes

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Two nonverbal techniques that good games use to lead a player ...  and weenies ("hey, I see a treasure chest!  I'll go that way!").
I thought that too until I watched a play through of one of my games on Youtube.  There is a chest 4 paces from the main path, clearly visible.  The player has to pass it several times.  It was never opened.  The first secret room was marked with sparkles (the only time a room is marked by that) 2 paces from the main path.  The player never entered it.  The amount of stuff that player missed was phenomenal!

You need to decide how much handholding you're prepared to do.  Can the game be completed by a player such as the one I've just mentioned?  What about a player who is new to this sort of RPG?  If it can be completed even by a careless player, then non-verbal techniques are by far the best.  But you do need something for the less astute/experienced/curious player, just to get them going.  After that they are on their own.
 

Milennin

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There is a chest 4 paces from the main path, clearly visible.  The player has to pass it several times.  It was never opened.  The first secret room was marked with sparkles (the only time a room is marked by that) 2 paces from the main path.  The player never entered it.  The amount of stuff that player missed was phenomenal!
It could also be that it wasn't the type of player who is into wandering off the main path and prefers to just play the main objective. I'm sure, had he been forced to get to that chest, he'd been looking for ways to get there. I've had similar experiences with my game, where I have a treasure chest on screen, but you have to find a way away from the main path to get there. Some players just walk past it without seeming to care about it (or maybe they just don't notice it, lol), while others will try to look for the path that leads there.

On the other hand, I have a simple puzzle that must be solved in order to open a treasure chest somewhere else in my game. No dialogue is used for it, yet it has a 100% success rate for those who came across it (although some people take several tries before figuring out how to solve it).

People are more likely to do their best when they're forced into a situation. Optional stuff will always be skipped over by some players.
 

Makio-Kuta

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I haven't read closely what everyone else suggested, but if you want a nice example of a game that handles story and player guidance with no text, check out the caveman's introduction scenes from 'live a live.'

I skimmed and didn't see anyone else mention it, but it does a wonderful job, especially on the storytelling aspects.
 

Oddball

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Thank you everyone. This is a game were at the start the player wakes up in the aftermath of crashing there raft in a mysterious forest, were which has a gewat deal many things odd with it. Thwrws no npc's just bosses and enemies. So cutscenes are nearly impossible
 

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