Problem Summary
The player needs to figure out how to use the game or certain game objects or features; however trying out the object/feature has a certain risk of harm or penalty.
Use When
Your game contains “complex” control mechanisms for game object or features that are not self-explaining, rather take some time to learn to use. Using these complex controls, the player could harm characters or the environment, or suffer some other penalty. Some examples for playgrounds could be when your game contains:
- Complex weapons or weapons with multiple modes of operation.
- Vehicles (which may or may not also have mounted weapons) which the player will need to have skill to control during game play.
- Submenus or subsystems the player will need to interact with during the game (e.g. shops, item crafting/modification, character management, etc.).
Solution
Offer a "playground" area where the player can experiment with the game, without causing harm or suffering penalties.
Having a "playground" or tutorial area will allow the player to learn the game's objects or features in a non-threatening way. The player will feel safe to experiment with objects in the game to learn their uses. There are different ways for implementing this pattern:
- Provide a training level that allows the player to explore the workings of the game.
- Provide specific locations such as a shooting or driving range in the game that allows the player to practice certain skills.
This pattern can also be combined with a step-by-step tutorial on how to use the objects or features. The player should be made aware that no harm is done when in this area.
Recommendations
- A general playground at the beginning of the game is recommended for all but the simplest of games.
- Allow the area to be optional or skipped for experienced players who already know how to play the game.
- Try to have a playground immediately after a new game play system is introduced (e.g. right after the player obtains a new weapon).
- A playground might allow the player to "try out" different options/features if they have to make a choice between the options/features later in the game.
Rationale
A playground lowers a player's hesitation to try features of the game, therefore increasing learnability and satisfaction. Players will enjoy the game more if they feel they are competent in the skills learned in the playground.
Examples
Star Wars: Knights of the Old Republic II's optional prologue teaches the player to use the game's controls and subsystems.
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| Star Wars: Knights of the Old Republic II has many submenus for operating computers, upgrading weapons, and breaking down unused items.
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| Half-Life 2 has a playground for the player to learn how to use its gravity gun.
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Neverwinter Nights 2 has a playground at the beginning of the game. It's set during a harvest fair in order to make the tutorial more fun.
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