Tuesday, August 22, 2017

Tutorial text without annoying user?


I have tutorial text (which I plan to augment with voice-over later, but it must be text for now, because I have not contracted a VO actor yet).


The text presents itself in dialogs, which are like tweets (fewer than 140 characters each). The text is big and readable.


The text contains vital instructions that step the user through what to do next. In playtesting, a user would just press OK OK OK without reading the text. The final dialog would disappear, and the user would be without a clue what to do, because he didn't read the instructions. The game is expecting him to perform the task it just asked, and he doesn't know what it is.



I tried:



  • putting in a counter (3), (2), (1), then when the counter disappears you can press ok. I think the counter is annoying/distracting

  • graying out/disabling the button until 2-3 seconds have passed for each dialog of text

  • completely hiding the ok button until 2-3 seconds have passed for each dialog of text


How can I better handle this problem of the user not reading the tutorial text before dismissing the dialog?




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