Wordy Tutorials Need to End. Why Game Designers Should Take a “Vow of Silence”

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  • the game lured the player into an accident that showed thema new phenomenon in the game it showedthe player that they couldslide down walls slowly and it put themin a situation where theycouldn’t progress until they had gottenout of theuntil they’d gotten out of this ditchright they had to usetheir discovery to progress there wasthere’s absolutely no way to progresswithout doing it there’s absolutely noway that the playerbeyond this point has not learned to slide down walls and to wall jump okayand that’s i love that i really lovethati’m just going to say that and i thinklots and lots of other so this video hasabout11 million views or something like thatit’s very very well liked in the gamingcommunityand i claim that that’s because peopleare sick and tiredof games telling you what to do theywantstuff like this they want they don’t necessarily wantum complete freedom all the timethis this does constrain you you’reforced todiscover something there’s no way ofprogressing until you’ve discovered thisthingbut um uhit doesn’t explicitly tell you youdiscover it for yourselfyou discover it for yourself there’s asense of ownership over the experience (View Highlight)
  • supermetroidis well remembered as one as a game thatgives you this wonderful feeling ofadventure of really being somewhere andit’s pretty uncompromising unexpectedexciting things happen that’s thedefinition of adventureright self-driven exciting unexpectedstuffhappening if somebody’s telling you whatto do all the time that’s notself-driven that’s not anadventure (View Highlight)
  • ralph kosteranyone heard this name before okay he’sgot this book called a theory of funin which he presents a sort of model ofvideo game enjoyment that i go alongwith very muchone thing he points out is learning toplay a video game is partof the game okay very important partand it’s a significant part of thepleasure of playing a game and if a game is any good you will neverstoplearning how to play it (View Highlight)
  • how to preserve the joy of discoverywhile usingwords remember joy of discovery that wasthat’s the one that the major wonderfulthing that you can getby showing someone interact somethinginteractive and letting them play aroundwith ithow to preserve the joy of discovery (View Highlight)
  • models needthings to be noticed through play (View Highlight)

title: “Wordy Tutorials Need to End. Why Game Designers Should Take a “Vow of Silence"" author: “Hamish Todd” url: ”https://www.youtube.com/watch?v=xrDZ—AuiL8” date: 2023-12-19 source: reader tags: media/articles

Wordy Tutorials Need to End. Why Game Designers Should Take a “Vow of Silence”

rw-book-cover

Metadata

Highlights

  • the game lured the player into an accident that showed thema new phenomenon in the game it showedthe player that they couldslide down walls slowly and it put themin a situation where theycouldn’t progress until they had gottenout of theuntil they’d gotten out of this ditchright they had to usetheir discovery to progress there wasthere’s absolutely no way to progresswithout doing it there’s absolutely noway that the playerbeyond this point has not learned to slide down walls and to wall jump okayand that’s i love that i really lovethati’m just going to say that and i thinklots and lots of other so this video hasabout11 million views or something like thatit’s very very well liked in the gamingcommunityand i claim that that’s because peopleare sick and tiredof games telling you what to do theywantstuff like this they want they don’t necessarily wantum complete freedom all the timethis this does constrain you you’reforced todiscover something there’s no way ofprogressing until you’ve discovered thisthingbut um uhit doesn’t explicitly tell you youdiscover it for yourselfyou discover it for yourself there’s asense of ownership over the experience (View Highlight)
  • supermetroidis well remembered as one as a game thatgives you this wonderful feeling ofadventure of really being somewhere andit’s pretty uncompromising unexpectedexciting things happen that’s thedefinition of adventureright self-driven exciting unexpectedstuffhappening if somebody’s telling you whatto do all the time that’s notself-driven that’s not anadventure (View Highlight)
  • ralph kosteranyone heard this name before okay he’sgot this book called a theory of funin which he presents a sort of model ofvideo game enjoyment that i go alongwith very muchone thing he points out is learning toplay a video game is partof the game okay very important partand it’s a significant part of thepleasure of playing a game and if a game is any good you will neverstoplearning how to play it (View Highlight)
  • how to preserve the joy of discoverywhile usingwords remember joy of discovery that wasthat’s the one that the major wonderfulthing that you can getby showing someone interact somethinginteractive and letting them play aroundwith ithow to preserve the joy of discovery (View Highlight)
  • models needthings to be noticed through play (View Highlight)