I know this is an older video, so I don’t know if you’ll see this comment, but this vid was so well done! Friendly, concise, informative, not patronizing, excited/enthusiastic, well edited and good visuals and pacing-all around excellent work!! I’m definitely going to check out the rest of your channel now! ^_^ (Also I’m finally getting around to playing HLD and it’s been so fun. I’ve never been too skilled at playing reflex-based games, but the way this game eased me into it made learning all the moves and slowly developing the skills to actually begin to master the more complicated techniques and mechanics really accessible. The game is super hard still, but never too punishing to the point where I want to give up-....but also never gives me any mercy either haha.)
I believe this is less of a "Show, Don't Tell" principle and more of a "Do, don't Show" principle, since (much like the Legend of Zelda tutorials that HLD takes it's prompts from) you *need* to perform each action at least once to progress and continue playing the game. Nice analysis - do you feel this tutorial properly prepares the player for everything else the game throws at the player?
I never thought of that way of showing that there are hidden areas. That's brilliant! DerStiffler94 said the tutorial seemed forced, while I don't think everybody would notice, I believe it feels forced to people like him because you cannot progress until you learn what you need to learn. Some potential solutions would be to teach some things later in the game after some real gameplay, combining some of the 'lessons' into one puzzle that teaches several things, or perhaps make it so if the player can fail and if they do fail, it won't be like dying but more like going to a different section that teaches the player what they needed to know to not fail the previous challenge. These might not be good methods for certain games tho. Any other solutions you can think of?
To clarify, you're not wrong that there isn't any spoken language, but there is in fact a written language on the monoliths scattered around the game world.
This was a good video, I especially liked your comparison to Zelda with cutting the grass considering *this* i.imgur.com/qJyqs7h.png is what the grass in Link to the Past looks like. Even the visual design of something that small was made to instantly convey what to do to those people who played classic Zelda.
I haven't played this game but It seems to be a very basic tutorial that coul have been taught in less time. The tutorial also feels linear and forced. To me it feels like it was tacked on at the end rather than being thought of while the fightem system and the world was developed. I guess I sound very harsh, but I didn't want to repead the good design parts brought up in this video.
+DerStiffler94 Yes, but when you're actually playing the game, you don't feel like it's a tutorial. It feels like the rest of the game - exploration and figuring things out for yourself. Sure it could be taught using words or rapid-fire puzzles, but that doesn't fit with the theme of the game. The way its integrated into the start of the game feels very natural and not drawn-out at all.
This reminds me of how intuitive Mega Man X's "tutorial" level was. Great game design, for sure!
I really like these analysis videos. Thanks for sharing.
I know this is an older video, so I don’t know if you’ll see this comment, but this vid was so well done! Friendly, concise, informative, not patronizing, excited/enthusiastic, well edited and good visuals and pacing-all around excellent work!! I’m definitely going to check out the rest of your channel now! ^_^
(Also I’m finally getting around to playing HLD and it’s been so fun. I’ve never been too skilled at playing reflex-based games, but the way this game eased me into it made learning all the moves and slowly developing the skills to actually begin to master the more complicated techniques and mechanics really accessible. The game is super hard still, but never too punishing to the point where I want to give up-....but also never gives me any mercy either haha.)
Really good video. Well thought out visual design is very important in more than just games.
You have ending credits now with clickable areas, like real channels!
The irony, i came here after searching for a tutorial on youtube. Instead I found this celebration of the confusion.
I believe this is less of a "Show, Don't Tell" principle and more of a "Do, don't Show" principle, since (much like the Legend of Zelda tutorials that HLD takes it's prompts from) you *need* to perform each action at least once to progress and continue playing the game. Nice analysis - do you feel this tutorial properly prepares the player for everything else the game throws at the player?
I never thought of that way of showing that there are hidden areas. That's brilliant!
DerStiffler94 said the tutorial seemed forced, while I don't think everybody would notice, I believe it feels forced to people like him because you cannot progress until you learn what you need to learn.
Some potential solutions would be to teach some things later in the game after some real gameplay, combining some of the 'lessons' into one puzzle that teaches several things, or perhaps make it so if the player can fail and if they do fail, it won't be like dying but more like going to a different section that teaches the player what they needed to know to not fail the previous challenge.
These might not be good methods for certain games tho. Any other solutions you can think of?
excellent analysis!!
there is actually a bunch of story scribbled on the "monolith" stones around the world. there is a way to translate the chatacters
The exact polar opposite of mighty no 9
Close to it yes :) -Joe
Well hyperlight drifter has even more examples of show dont tell, one i really noticed was the shops and your currancy.
at the end i thought he was referencing a show called "don't tell principal"
To clarify, you're not wrong that there isn't any spoken language, but there is in fact a written language on the monoliths scattered around the game world.
This was a good video, I especially liked your comparison to Zelda with cutting the grass considering *this* i.imgur.com/qJyqs7h.png is what the grass in Link to the Past looks like. Even the visual design of something that small was made to instantly convey what to do to those people who played classic Zelda.
Do a play through!!
+Warren “BobbysWorld” Pack We've been talking about it, and the chances are looking good... -Joe
I haven't played this game but It seems to be a very basic tutorial that coul have been taught in less time. The tutorial also feels linear and forced. To me it feels like it was tacked on at the end rather than being thought of while the fightem system and the world was developed. I guess I sound very harsh, but I didn't want to repead the good design parts brought up in this video.
+DerStiffler94 Yes, but when you're actually playing the game, you don't feel like it's a tutorial. It feels like the rest of the game - exploration and figuring things out for yourself. Sure it could be taught using words or rapid-fire puzzles, but that doesn't fit with the theme of the game. The way its integrated into the start of the game feels very natural and not drawn-out at all.
maybe you should play it and then see if your opinion has changed afterwards.