Click here to send us your inquires or call (852) 36130518
Members Blogs Sandboxes and Amusement Parks
  By Nick 16 Jun 2009
Release Dates
  By Nick 30 May 2009
Skipping To the Endgame Content
  By Nick 07 May 2009
Old Games Are Good
  By Nick 27 Apr 2009
Pay Your Respects
  By Nick 18 Apr 2009
A Learning Curve of Ice
  By Nick 18 Apr 2009
Appealing to the Masses
  By Nick 17 Apr 2009
Managing Editors Blog #5 The Lords of SNAFU
  By MgKosh 14 Apr 2009
OnLive
  By Nick 07 Apr 2009
Hardcore v. Casual
  By Nick 03 Apr 2009
Linearity?
  By Nick 02 Apr 2009
Why Being Evil Is So Good
  By Nick 01 Apr 2009
Respect the Carrier
  By Nick 31 Mar 2009
Managing Editors Blog Issue #4
  By MgKosh 30 Mar 2009
Managing Editors Blog Issue #3
  By MgKosh 12 Mar 2009
Welcome to GameSNAFU!
  By Bolla 06 Mar 2009
Managing Editors Blog Issue #1
  By MgKosh 04 Mar 2009
Managing Editors Blog Issue #2
  By MgKosh 27 Feb 2009

Members Screen shots Planetside Next,  / By MgKoshPlanetside Next,  / By MgKoshPlanetside Next,  / By MgKoshGuild Wars 2, Love this concept art. / By MgKoshEarthrise,  / By MgKoshEarthrise,  / By MgKoshEarthrise,  / By MgKoshEarthrise,  / By MgKoshEarthrise,  / By MgKoshEarthrise,  / By MgKoshEarthrise,  / By MgKoshEarthrise,  / By MgKoshThe Secret World,  / By MgKoshThe Secret World,  / By MgKoshThe Secret World,  / By MgKoshThe Secret World,  / By MgKoshThe Secret World,  / By MgKoshThe Secret World,  / By MgKoshThe Secret World,  / By MgKoshThe Secret World,  / By MgKosh
SNAFU Screenshots Star Trek Online, Doe4s this universe make my ass look small? / By MgKoshStar Trek Online, Doe4s this ship make my ass look big? / By MgKoshWWII Online, Now THATS A FRIKKEN HAND GRENADE!!!! / By MgKosh,  / By Annex,  / By Annex,  / By Annex


A Learning Curve of Ice
By Nick 18 Apr 2009

Making a fun game is hard. Making a fun game that people can easily get into yet stay forever in? Impossible. Crafting a good and interactive tutorial then slowly letting more and more slack out to the player is a very fine balancing act. Many games are known for their steep learning curves, but resilient and patient players are usually rewarded with a very good game.

At some times, it feels as if a developer doesn't know how to explain a simple function to an otherwise ignorant player. To the dev, its an obvious route, considering that he or she coded it, tested it, debugged, tested, debugged again, then finally got it to work. However the player will always follow the path of least resistance, and / or the logical path.

Getting a player to think in a non-puzzle format is hard, because instead of looking at the problem critically, a player will simply think he is missing something from his inventory or hasn't picked up a quest somewhere. Sometimes, it seems as if the game is broken, and progression is impossible.

However a game's intuitiveness is key. If a player can easily figure out what to do without exactly being told, then a good amount of thought has been put into how people gain their information from the game.

So what makes a game intuitive, easy to use? Some standards have already been set out for each genre. If you see a '!' over an NPC's head in an RPG, they most likely have a quest available for you. Each game has its own 'tell' that signifies something. And figuring out what they mean is the problem. Most games outline these in the instruction manual.

The best thing, arguably, is simply a clear, concise tutorial. Reading the instruction manual versus the tutorial is akin to reading a recipe or making food.



Screenshots by Nick

Black Prophecy, A cockpit shot from the Genide perspective. / By NickBlack Prophecy, A cockpit shot from the Human perspective. / By NickBlack Prophecy, A cockpit shot from the Tyi perspective. / By NickKotOR, Mwahahahah! / By NickKnights of the Old Repulic, My super evil guy in Knights of the Old Republic.  / By Nick

About GameSNAFU Terms of service Copyright Staff Contact Us