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File: e725dc6051da81f⋯.jpg (58.29 KB, 850x1021, 850:1021, e725dc6051da81ff9035b28e93….jpg)

a3e8c7 No.14517484

What do like better in games; The game telling and teaching you everything about the game, including the more in depth mechanics, or the game teaching you the basics and letting the player discover the hidden mechanics the game has to offer?

Personally I like discovering the secrets myself. Especially when the mechanics were there from the very beginning and the game gives you hints every blue moon on some of them. Rune Factory 4 and Dungeon Travelers 2 being great examples of this.

>Game has motivation system that alters critical hits, accuracy, evasions, and the ability to do team attacks.

>Through the story and side events the characters may tell you what their favorite food is or what they hate.

>Using said item in battle can max their motivation instantly

>Characters also hint some food is dangerous to eat.

>Using them on the enemy makes it so you have a 100% chance of inflicting a status effect unless they're immune to it.

>Meanwhile, there's a class that boosts the effects of items and can reuse them for free.

That's just 1 example from DT2 though. RF4 has plenty as well.

aa9104 No.14517489

>>14517484

>What do like better in games

Me like game teach basics.


caa0af No.14517508

>>14517484

That's a really open question, it depends on the genre.

For platformers and the like, i prefer when the devs use a secondary path with an upgrade at the end of it, only reachable by using a certain mechanic.

Like, i don't know, using a missile on a wall while clinged on it makes a wall-jump.

And later on you can combo it with a double-jump ability so you can go farther.


38d74a No.14517577

>>14517484

>fune factory 4

>entire game mechanics hidden behind nameless randomly generated npcs that look completely identical and randomly select their text set meaning one might not even roll with the info until you're dozens of hours in

Fantastic.

All or almost all game mechanics should be detailed in a booklet or in-game help menu. Early game play should be designed so that you're naturally led to discover the mechanics by playing similar to the way negative and positive space are used in visual art and film to lead the viewer's eye. There should never be any hard checks for player understanding of mechanics, only leading by design and maybe very brief explanation of input bindings.


6771bf No.14520930

I'd rather the game just start and let me play and read up on shit if I want to learn more.

DMC3 is a perfect example of that with it's first 2 chapters being just Arena's of varied size.


6771bf No.14520937

>>14520930

Better make it clear "Read in game"


f367c1 No.14520998

File: ae15ca71083c364⋯.jpeg (71.3 KB, 402x513, 134:171, 20053133.jpeg)

File: f77ae20fc894d04⋯.jpg (440.61 KB, 1920x1200, 8:5, 645094-dmc-devil-may-cry-w….jpg)

If it's an active games, I'd prefer to leave everything to self-learning. However, if they do want to teach the player, I would prefer what they did with some games where they showed the instructions in the environment.

If it's a passive game, I'd still prefer learning everything for myself, but leave it so that the player can come back to review instructions as any time.


573c81 No.14521018

>The game telling and teaching you everything about the game, including the more in depth mechanics.

If the game is highly technical an competitive, then I would prefer this option. One thing I disliked about the earlier Mortal Kombat games is that they don't explain how to do those outrageous fatalities, and it always bothered me that I couldn't practice them. I prefer games like Soul Calibur that give an extensive training mode that will show you footage and button combinations, etc

>The game teaching you the basics and letting the player discover the hidden mechanics the game has to offer?

If exploration is one of the game's touted features, then I would prefer that I be given the freedom to uncover most of, if not all of, the game's underlying mechanics.


1a9d26 No.14522051

Speaking of which, I still don't know why games have forced, unskippable tutorials instead of just putting it in the options or start menu. It kills replay value or is simply tedious. Twilight Princess being a great example.




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