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During my brief time with Mass Effect (and also recently, Fallout 3), I noticed myself doing something very intentionally contrary to what the designers hoped I would do. I was presented with tutorial text and even tutorial sections as I went throughout the game that only served to annoy me, rather than actually help me to learn anything about the game. Not that these sections were bad, or even lacking vital information - Fallout 3's opening sequence with your character growing up in the vault is very well constructed, but there is just something about tutorial text and the sequences that explain to the player how to do a thing, ask them to do it, and then congratulate them for doing it that just pushes my buttons. Consequently, I vehemently ignore these sequences then later on find myself asking “Now how do I do that one thing again?”
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The more likely scenario is that you touched the merry-go-round and realized that it moved, which prompted you to move it faster, as natural curiosity would have you do. You saw the monkey bars as a challenge and, after falling once or twice, realized that gravity is not your friend and you should fight it by holding on with one hand while reaching with the other. Sure, there are many skills that generally aren't learned in total absence of teaching, but to be the most effective, the learner must be actively involved in learning the skill (kicking on a paddleboard while learning to swim, shooting a basketball, etc), and there is generally much more power in showing the learner how to do something, rather than telling them.
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Fast forward to modern gaming and you will see that the standard XBOX 360 and PS3 controllers have 13 buttons on them, 10 of which are "active" buttons, along with 3 directional inputs. This is indeed a huge hurdle for most people, but assuming that they are willing to even pick up one of these monstrosities, there are a couple of assumptions you can make as a designer. First is an assumption about your audience in general. Either they've never touched a controller before, which we'll get into in a moment, or they are well versed with the controller, in which case you have little to teach them. In the case of someone who has never picked up a controller, unless you've done something strange with your use of the directional inputs, you can assume your player will figure out how to achieve basic movement. They will not be adept at it, they will not immediately be capable of navigating that obstacle course you have planned 5 hrs in, but with the directional inputs being the largest buttons on the controller, you can be assured that the user will play with them enough to figure out basic movement. Where this uninitiated user gets into trouble is with the rest of the buttons. “What do I press? I don’t want to press the wrong buttons, there so many of them” commonly stops the lay-user from further progressing in your game. So what does the developer do? At best, they put up context-sensitive markers on screen as you go from place to place, a giant “press this button now” prompt, if you will. At worst, they toss up one of these:
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If you are guilty of the latter, I will quote Ernest Adams: “Bad Game Designer, No Twinkie!” The solution to this problem, however, is not a trivial one. For the players who are accustomed to gaming and using a controller, they will press all of the buttons anyway, just to get a feel for what’s what and map it to their preconceived notion of how your genre of game should function. For the newcomer-gamer, you now have a challenge to surmount that exists purely on the basis of the platform you decided to develop for.
Surmounting this problem moves directly into factor #2 for why we feel that it is an imperative to explain everything to the player at every step: Every button does something unique. As developers, we have subconsciously given in to the notion that every button on a controller must be utilized for some action, which actually hinders us from taking a step back and thinking about how to simplify the control scheme to create a flow that only needs to be played to be learned, rather than memorized and practiced. Take a journey back to 1991 and look at the original Sonic the Hedgehog for the Sega Genesis. The Genesis controller had a directional input, 3 active buttons and a start button. The directional input does what you would expect, so we can ignore that. What do the buttons do? A causes sonic to jump. B causes sonic to jump. C causes sonic to jump. The designers did not feel the need to increase the number and types of actions sonic can perform to accommodate the controller. A doesn’t do a small jump while C does a large jump. The designers said “Our character needs to be able to jump and that’s it, make it so there’s no wrong button to accomplish this.”
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There are two major points to grasp from this. The first is that every button accomplishes the player’s current goal. There is no “wrong button.” New-comers to gaming need only to press any button to progress. The second is that through allowing the player to play with a small set of inputs, they will naturally explore and combine them in ways the developer can use to their advantage, offering them new moves or cool rewards for realizing that you can indeed press A and B together at the same time. I imaging that if Double Dragon III were created on the XBOX 360, there would be a button to punch, a button to kick, a button to jump, a button to grab, a button for “special moves,” a button for the buddy flying kick, and possibly a button to toss a weapon for good measure. While, if you have memorized this, it could very well serve to make it easier to perform these tasks, we have increased the button count from 2 to 7, and simply exploring buttons no longer causes everything you press to have an obvious and useful action. In other words, we have greatly increased the barrier to entry without changing the game’s mechanics, even though we simplified what needed to be pressed to perform the same actions!
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There is a lot more I would love to cover, but I am both out of space and out of time, so I will have to leave it at this until next time. In the meantime, think of ways you can reduce the ability for a user to press a “wrong button” by simplifying your control scheme, rather than putting up a horrible controller configuration image which will simply be ignored by the hardcore and scare off the uninitiated. As always, I would love to hear what you have to add to this conversation, so leave me a message in the comments!