For apps, just give me the in-app walkthrough. Press this button to do this, swipe here, check these, etc.
I like the way gamedevs handle on-boarding: the first couple levels are all about tutorial (which could be skipped). They walk you through all the basic workflows to get you going. And then you can go and read tutorials if you want to get to know more "advanced" topics.
For frameworks, give me some copy-pasta get-started solution. I run it, it works, I make a change, it works. I feel good, I'm making progress, I'll keep using your framework.
If it's a library, chances are I downloaded it because I already know what I need it to do, so if I can quickly just get things working, then I might go and take a look at the documentation to see how to customize it.
I really like the idea of treating the first few levels like a tutorial and guiding you through what you need to know without you noticing.
Sounds like it's best to make the experience easy to get going, with great documentation following it up. It sounds so simple but isn't always done well.
The best in-game tutorials are pure game play and clever level design without hand holding :-)
Maybe some occasional button prompts and hints when the game detects that you are stuck. The Last Of Us 2 does a really great job at that.
Also the first level of the original Super Mario Brothers is a good example for a tutorial level that eases you into the game play without literally spelling out what to do. The level is designed in a very clever way that implicitly teaches the player how to play. Here is a nice analysis: medium.com/swlh/the-perfect-game-t...
It depends on the game of course. A lot of gacha games for example are just a bunch of menus and options, and not that much actual gameplay. These would be closer to non-game apps.
Action games like mario where you don't really have a menu at all, or zelda where you have a simple menu to select items, would benefit from level design.
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For apps, just give me the in-app walkthrough. Press this button to do this, swipe here, check these, etc.
I like the way gamedevs handle on-boarding: the first couple levels are all about tutorial (which could be skipped). They walk you through all the basic workflows to get you going. And then you can go and read tutorials if you want to get to know more "advanced" topics.
For frameworks, give me some copy-pasta get-started solution. I run it, it works, I make a change, it works. I feel good, I'm making progress, I'll keep using your framework.
If it's a library, chances are I downloaded it because I already know what I need it to do, so if I can quickly just get things working, then I might go and take a look at the documentation to see how to customize it.
I really like the idea of treating the first few levels like a tutorial and guiding you through what you need to know without you noticing.
Sounds like it's best to make the experience easy to get going, with great documentation following it up. It sounds so simple but isn't always done well.
Thanks for sharing!
The best in-game tutorials are pure game play and clever level design without hand holding :-)
Maybe some occasional button prompts and hints when the game detects that you are stuck. The Last Of Us 2 does a really great job at that.
Also the first level of the original Super Mario Brothers is a good example for a tutorial level that eases you into the game play without literally spelling out what to do. The level is designed in a very clever way that implicitly teaches the player how to play. Here is a nice analysis: medium.com/swlh/the-perfect-game-t...
It depends on the game of course. A lot of gacha games for example are just a bunch of menus and options, and not that much actual gameplay. These would be closer to non-game apps.
Action games like mario where you don't really have a menu at all, or zelda where you have a simple menu to select items, would benefit from level design.