HOW DO YOU HAND-HOLD THE PLAYER?
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I've been thinking... what is the right balance of free-roaming and handholding? For example, you can have a non-linear level. But then where is the direction in this level? And what even is the goal? And how do you establish said goal?
I'm all about making sure that you're not holding the players' hand, while at the same time ensuring they know exactly what to do at any given moment. Because you're going to have to hand-hold in some way or another. But as a player, I hate this. I want to be able to figure it out on my own, and when I can't figure out on my own, I blame the developer. It's his fault for not designing it so I can figure it out myself and feel smart.
How do you hand-hold the player?
I'm all about making sure that you're not holding the players' hand, while at the same time ensuring they know exactly what to do at any given moment. Because you're going to have to hand-hold in some way or another. But as a player, I hate this. I want to be able to figure it out on my own, and when I can't figure out on my own, I blame the developer. It's his fault for not designing it so I can figure it out myself and feel smart.
How do you hand-hold the player?
Honestly this is an area that I underdevelop for - I usually just make the game and have NPCs give out instructions and hope for the best.
My contingency plan has been to make a thorough walkthrough and Q&A sections on my gameprofile for people who get stuck. I know I should do a better job of guiding players (and preventing sequence-breaking issues) in-game, but I'd thought I'd throw that idea out there that you can also handle "handholding" outside the game with a strong manual or walkthrough.
My contingency plan has been to make a thorough walkthrough and Q&A sections on my gameprofile for people who get stuck. I know I should do a better job of guiding players (and preventing sequence-breaking issues) in-game, but I'd thought I'd throw that idea out there that you can also handle "handholding" outside the game with a strong manual or walkthrough.
For me, the appropriate amount of hand-holding is simply to explain mechanics at the beginning, then after the player gets used to things, let him figure things out for himself while giving hints from time to time for the really important and not-at-least-somewhat-obvious stuff. To put it simply; give him a hand in the beginning, but then let him decide what to do from there for the most part.
I'm highly against EXCESSIVE hand-holding, though; I don't like it when my intelligence is insulted either, lol.
I'm highly against EXCESSIVE hand-holding, though; I don't like it when my intelligence is insulted either, lol.
For me, it's preferable to give the player an option.
If you're trying to hand-hold a typical RM game that utilizes the default mechanics and keyboard options, and the player has no way of skipping this, it just becomes tedious and boring to put up with a tutorial that I already know inside and out, and makes me frustrated early on. If veteran players are likely to get frustrated and bored at the beginning, they are more likely to ditch the game and go look at something else.
If you're trying to hand-hold a typical RM game that utilizes the default mechanics and keyboard options, and the player has no way of skipping this, it just becomes tedious and boring to put up with a tutorial that I already know inside and out, and makes me frustrated early on. If veteran players are likely to get frustrated and bored at the beginning, they are more likely to ditch the game and go look at something else.
author=CashmereCat
I've been thinking... what is the right balance of free-roaming and handholding? Do not let them free-roam at first. Tutorial areas disguised as gameplay. For example, you can have a non-linear level. But then where is the direction in this level? Get to the end. Then just don't tell them how to get to the end? And what even is the goal? When there are no goals, people make their own goals and do what they want. And how do you establish said goal?
I'm all about making sure that you're not holding the players' hand, while at the same time ensuring they know exactly what to do at any given moment. Show the player what they can do, then just let them do whatever once you've shown them. But people have 0 patience now and if the game doesn't open up in 10 minutes they'll call it linear. Because you're going to have to hand-hold in some way or another. But as a player, I hate this. I want to be able to figure it out on my own, and when I can't figure out on my own, I blame the developer. Highlight things with lights. Have callbacks. Remember something easy you did in the first level? Do it every so often so they don't forget. It's his fault for not designing it so I can figure it out myself and feel smart. Not just that, but leave tricks to make people think outside the box and feel special when they do things the game makers didn't intend. Metroid comes to mind.
How do you hand-hold the player? Show the player everything they can do and let them go out and do it. You can use that tactic over and over again when you introduce something new.
When it comes to the story, I think it's best to point the player towards the right direction. The problem with letting the player figure things out is that it's often not about if the player is smart enough, rather it's about if the player is thinking the same way as the developer. The player can think of something logical to do, but it doesn't work because the developer though of something else.
When it comes to gameplay, I assume the player has played RPGs before. They only need to be told what's different from other RPGs. Other than that, I agree with zacheatscrackers' idea of hand-holding at the beginning, but after that let the player figure things out.
When it comes to gameplay, I assume the player has played RPGs before. They only need to be told what's different from other RPGs. Other than that, I agree with zacheatscrackers' idea of hand-holding at the beginning, but after that let the player figure things out.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=ShortStarThis isn't very good game design though. Or, to be more precise, whether or not you think it's a good idea, you have to admit it's not game design at all. You're explicitly not designing a game, letting the player design it for you.
When there are no goals, people make their own goals and do what they want.
Typically, if you're making a game, you have some sort of game in mind you want the player to play. Maybe you... don't? But in that case I don't know how to give you advice. So let's run with the assumption that you do have things you're putting in the game because you think they're fun, and you want to direct the player to do these things. You want them to be optional, but you don't want people to not realize they're there.
A big part of creating obvious goals for players is actually stuff you're more likely to learn in an art class than a game design class. They've done studies to figure out what sorts of lines, shapes and layouts cause a viewer's eye to follow a certain path. This has a lot of other practical applications in the real world (like drawing a customer's eye to the most profitable items on a menu) so it's something that's actually gotten a lot of study if you're interested, but if you're not interested in learning the theory you can just get about ten test players and watch what they do.
People will follow sudden changes even if they deviate from the clear central path for example. If your level starts out as a winding road with nothing meaningful to either side, but after a minute there's a stairway leading down to a riverbank, players will be intrigued. Even if people can't tell if it's a dead end or not, they will usually check it out. But if they get down to the riverbank and it turns into a 5-way fork where all the paths are clearly optional, and especially if they then they follow one of those paths and get to another 5-way fork, they will typically become worried or overwhelmed and return back to the original main road.
In contrast, if the main road itself splits 9 ways, people are much more likely to follow all nine side-paths to make sure they didn't miss anything. Even though it's the same number of paths, I guess they feel like they're not as far outside the intended game.
Another big part of making things clear to the player is a big flashy "SIDE-MISSION START!" or "AREA DISCOVERED: MACARENA WOODS" screen when beginning something, and a big flashy reward/success screen when completing it. The player knows that it's something they're meant to be able to do, and this makes them realize it's meant to be worth their time.
For example, if they start collecting treasure chests in a random unnamed outdoor zone, and then they leave the zone after opening them all, and nothing indicates to them that there was any particular reason to have done that beyond the basic video game assumption of kleptomania=good, they're going to feel kind of questionable about whether that was a good use of their time, and a bit underwhelmed with the result. But if the zone has a name that shows up when you first enter, with a list of hidden optional objectives underneath like
Optional Objectives:
???
???
???
...then suddenly the player is like "Oh shit, there's stuff to do here." And if they open the last chest and that screen reappears with a flash and a sound effect, but this time it looks like
Optional Objectives:
???
Collect 12/12 Treasure Chests - COMPLETE!
???
...then they are going to not only feel a sense of accomplishment, but also know that there's still more stuff to do, know that they were supposed to do that, and be able to guess that collecting chests in other zones will probably be a good idea too.
I'm with NewBlack, I hate hand-holding and always feel that it can really ruin immersion.
It has been done right, like the modern Fallout games. It's pretty simple to grasp and they incorporate the hand-holding tutorials very well in my opinion.
But a lot of games shove it down your throat and consider you an infant when the game isn't even that difficult to catch onto.
You can't please everyone, but by most gamers it's frowned upon because it only exists for the casual gamers, and it had to be there to cover all bases.
@CashmereCat- I feel like this is partly directed at me, haha. May not be, but my game Infection is about the opposite of hand holding.
It has been done right, like the modern Fallout games. It's pretty simple to grasp and they incorporate the hand-holding tutorials very well in my opinion.
But a lot of games shove it down your throat and consider you an infant when the game isn't even that difficult to catch onto.
You can't please everyone, but by most gamers it's frowned upon because it only exists for the casual gamers, and it had to be there to cover all bases.
@CashmereCat- I feel like this is partly directed at me, haha. May not be, but my game Infection is about the opposite of hand holding.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
"Hand-holding" is just "conveyance taken too far". But having no conveyance at all is far more frustrating. You can play Jeckyll & Hyde for the NES for a really potent example of what happens when you don't direct the player at all. You can also re-watch that video about Mega Man X that I've linked a dozen times if you want to see a great example of how to do conveyance right.
This is the developer's job, I think. Subconsciously direct the player to the parts of the game that you want them to discover. The trick is to be discreet enough that they feel smart.
author=CashmereCatIf you were really figuring it out on your own, the developer had nothing to do with it. If the developer changed something and that let you figure it out, it wasn't "on your own." You were led to it by the developer, using subconscious tools. You just got tricked into thinking you found it yourself.
I want to be able to figure it out on my own, and when I can't figure out on my own, I blame the developer. It's his fault for not designing it so I can figure it out myself and feel smart.
This is the developer's job, I think. Subconsciously direct the player to the parts of the game that you want them to discover. The trick is to be discreet enough that they feel smart.
author=LockeZauthor=CashmereCatThis is the developer's job, I think. Subconsciously direct the player to the parts of the game that you want them to discover. The trick is to be discreet enough that they feel smart.
I want to be able to figure it out on my own, and when I can't figure out on my own, I blame the developer. It's his fault for not designing it so I can figure it out myself and feel smart.
Perhaps the best way to express these thoughts is to make me (the player) feel like I'm figuring out on my own even when I'm not. I think perhaps by hand-holding, I'm meaning that the game's telling me to do something that I should be figuring out myself. e.g. The game says, "Push boulders onto switches to unlock gates." But part of the puzzle is actually figuring that out. You might as well tell me the solution. Stop holding my hand! That kind of thing.
@InfectionFiles This totally wasn't aimed at you. I haven't started playing Infection yet (sorry!) but it is on my list ;).
"Hand-holding" implies that you're railroading. Or meddling too overtly in your attempts to help the player through your game, and as a result keeping them on a set path. I think a better metaphor is that you want to nudge people in the right direction rather than just take them where they need to be. Its all about this illusion of choice and freedom. And the trick with this sort of design is all in how forceful you are with it.
The short of it is: Don't be overt. Be subtle. Don't have a cutscene where one of the party members outright tell you which way to go. Don't have events at the edge of town that prevent you from leaving unless you go do the thing. Don't make it so that you must talk to certain npcs to trigger events. You want to allow a lot of leeway and encourage a lot of player action. Drop hints, maybe signs that point you the right way. Maybe you need to pick up a certain item before you can go to a place. Maybe the enemies on the farther reaches of the world are really hard.
Those aren't exactly the best examples, but I think they make my point: The more in-your-face you are about guiding people and instructing them, the more negative a reaction you're going to get. You want to keep that sort of stuff locked in the world of the game and have it make sense in the context of that world. Role-Playing Games.
I strongly agree with this in principle and believe its a valid option. Or at least I would, if people still read the manuals anymore. But these days, people will just jump into a game headfirst and be all "WHAT DO I DOOO?? WHERE DO I GOOO?!? THIS GAME SUCKS!!"
The short of it is: Don't be overt. Be subtle. Don't have a cutscene where one of the party members outright tell you which way to go. Don't have events at the edge of town that prevent you from leaving unless you go do the thing. Don't make it so that you must talk to certain npcs to trigger events. You want to allow a lot of leeway and encourage a lot of player action. Drop hints, maybe signs that point you the right way. Maybe you need to pick up a certain item before you can go to a place. Maybe the enemies on the farther reaches of the world are really hard.
Those aren't exactly the best examples, but I think they make my point: The more in-your-face you are about guiding people and instructing them, the more negative a reaction you're going to get. You want to keep that sort of stuff locked in the world of the game and have it make sense in the context of that world. Role-Playing Games.
author=kentona
My contingency plan has been to make a thorough walkthrough and Q&A sections on my gameprofile for people who get stuck. I know I should do a better job of guiding players (and preventing sequence-breaking issues) in-game, but I'd thought I'd throw that idea out there that you can also handle "handholding" outside the game with a strong manual or walkthrough.
I strongly agree with this in principle and believe its a valid option. Or at least I would, if people still read the manuals anymore. But these days, people will just jump into a game headfirst and be all "WHAT DO I DOOO?? WHERE DO I GOOO?!? THIS GAME SUCKS!!"
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=IsrieriFrom people who like open world games, sure. But there are tons of people who can't stand it when they don't know what to do, it makes the game feel purposeless and boring to them. They would rather play Star Fox than Skyrim.
The more in-your-face you are about guiding people and instructing them, the more negative a reaction you're going to get.
It's not like more exploration is always good with no limit. Making it possible to leave the battlefield in Star Fox wouldn't have improved the game. Having no actual objectives and just telling the player "you have arrived in Lylat; General Pepper wants to enlist your aid" and then opening up free roam would have made for a totally different game, and it's hard to argue that it would have been automatically better. It's possible to make both styles of games really well.
In my opinion:
Directions should be made obvious to the player without the need of flashing arrows or step-by-step text instructions telling you exactly where to go.
In combat the basics should be explained in a tutorial battle or something, then introduce more advanced mechanics later on that the player can figure out on his own with minimal ingame help. Or add an optional in-depth tutorial that explains advanced mechanics.
Directions should be made obvious to the player without the need of flashing arrows or step-by-step text instructions telling you exactly where to go.
In combat the basics should be explained in a tutorial battle or something, then introduce more advanced mechanics later on that the player can figure out on his own with minimal ingame help. Or add an optional in-depth tutorial that explains advanced mechanics.
author=kentona
I hate 0 guidance/instruction/goaless games. Elder Scrolls, Minecraft, Terraria etc.. all suck.
Ha. I like all those games.
Eh Minecraft and Terraria are building games. I just couldn't get into Terraria unless my friends were playing. Then the game is great. But what isn't great with your friends?
GTA holds your hand by having you do simple things. Go here and pick someone up then go here. Saint's Row 3 has tutorial levels.
GTA holds your hand by having you do simple things. Go here and pick someone up then go here. Saint's Row 3 has tutorial levels.
It depends on the project and game genre. As a general rule of thumb, most levels, regardless of the game genre, should be fairly straightforward. Reward players that like to explore areas with secrets and items they could use. Never put a mandatory item in a secret.
Provide hints to the player for secrets and items. In an RPG, you might have your player in a house. While they're exploring the place, they may see a part of one of the walls that has a slightly different color or tone than the others. This could hint to the player that they should either examine the wall or items in the room.
Subtle differences in the level environment is often all the direction, or "hand-holding", a player needs.
Otherwise, if you're putting together a puzzle, remember this rule: the longer it takes you to explain the mechanics of a puzzle the worse it usually is to play.
The only other thing I can say is that each level should add more concepts or expand on a previous idea. The player will ideally be able to adapt to the change in difficulty and figure out the solution to their problem without relying on the developer bluntly telling them the answer.
Provide hints to the player for secrets and items. In an RPG, you might have your player in a house. While they're exploring the place, they may see a part of one of the walls that has a slightly different color or tone than the others. This could hint to the player that they should either examine the wall or items in the room.
Subtle differences in the level environment is often all the direction, or "hand-holding", a player needs.
Otherwise, if you're putting together a puzzle, remember this rule: the longer it takes you to explain the mechanics of a puzzle the worse it usually is to play.
The only other thing I can say is that each level should add more concepts or expand on a previous idea. The player will ideally be able to adapt to the change in difficulty and figure out the solution to their problem without relying on the developer bluntly telling them the answer.
As the developer yourself it really hard to tell what is appropriate hand-holding. I strongly suggest getting other to play your game and then ask them very specific questions that test if they "got it".
The only other way would be to play other games (that you aren't related to and have no information about beforehand) of the same genre. The more games you play the better you can tell what appropriate hand-holding is.
The only other way would be to play other games (that you aren't related to and have no information about beforehand) of the same genre. The more games you play the better you can tell what appropriate hand-holding is.
























