WHY dont people read instructions??
One thing that bugs me.. People don't read instructions. You can put the instructions all over, but people still don't read them. They skip the opening sequences as either boring, or something. With every game I've put on playtest, thats seems to be the #1 issue. I dont like putting in tutorials. I really dont like putting in instructions. Thats part of the fun of a game is figuring out what you're supposed to do, but when I do, I prefer to add them as part of the game.
Take Cannon #12 for example. It has a help section which explains how to play; plus when you start the game it has a 'mission briefing' which also explains how to play. They get skipped. I just dont understand why people don't read those... ah well.. So...
This morning I began working on the tutorial for Kollectiv. Of course, it's going to require a few things to be rewritten for the way I want to do it, plus the "tutorial level" is going to be a one level deal that does not count towards your score, etc. I plan to walk them through the tutorial, then when its done, I'll start them on a normal game at level 1 with zero score, etc.
Mind you, yes Kollectiv 360 has a few different things to learn than something like Cannon #12.. although that game also has some 'different' gameplay as well. Come to think, most of my games have a 'different' style gameplay than norm. I dont think i have done one yet where there wasn't some little twist to playing that you wouldn't expect.. hmmm... thats good I think.. Thats the #1 comment I see though is that people couldn't figure out what they were supposed to do at first until they went back and read the help.. Well, its a valid feedback and I'm working on it. Grudgingly ... lol. but I'm working on it..
So.. back to work.. gotta plan on the tutorial steps for Kollectiv now so I'm not just implementing it on the fly like I do most stuff. =)
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