Egoraptor recently made a video about how video games tend to hold your hand too much, to the detriment of the game. The idea being that they're actually not conveying necessary information in a way that doesn't hinder the experience. He spends 20 minutes explaining how the Mega Man series did a great job at letting the player learn through playing the game, with very little consequence. I always loved Mega Man X, but I never really knew the importance of how well the intro stage was designed until he ran through it point-by-point.
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| Also, this happens. |
He called this "Conveyance". This is when the game communicates the player what the game wants you to do, without bashing you over the head with it, or slapping your wrist for deviating from the "ideal" path. Mega Man X taught the core mechanics, and even some trusty tips on the side all through playing the very first stage in the game. No tutorial. No loading screen with the controller setup. Nothing intrusive.
The challenge for game designers today is an unenviable one. They have to convey a lot more to the player now than they did in 1991. But lately it's like they're not even trying. What I speak of is worse than some "Navigator" warning you not to eat that nuclear warhead. I'm not talking about a poor attempt at dialogue between the developer and the player.
What we have here is a failure to communicate... at all.
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