Applies to games of all sorts, from fighting games to investing in the stock market.
The wilingness to learn how the system works is directly proportional to the investement of the player. If a game requires 30 min of tutorial to get it going, many will drop of as the learning requirment exceds the time invested so far.
A good product will delay learning requirement until the user is more invested.
MORE IDEAS FROM Can We Make Better Tutorials for Complex Games?
The best games are simple games because you get fast feedback. A bad move in a fighting game is instantly punished, while in a long strategy game it may take hours. The faster one can experience the consequences of their action, the faster the learning curve.
Complex games, with long feedback cycles usually use:
Advisors (experts in Simcity or Clippy in Microsoft Word) offering recomendations or warnings.
Tutorials of products where you have to click or tap certain areas to advance are quite innefective. The game may be advancing but the user does not learn anything.
A better approach is to give users challanges. Teach some systems but let the user fill in the gaps. These small achivements that reward the user & incentivising further exploration.
Cut out words. Elements should be familiar and long walls of texts should be avoided.
The user should learn by doing rtaher than by reading.
A normal person leading a full life can experience events related to death, family changes, job changes, health issues, and financial swings. Each experience is connected to the other experiences and is not isolated, making the impact on the person varied and complex.
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