Actually Learning to Play: Why There Should Be Easy and Hard Modes for Game UI
Why don’t games have hard and easy modes for the UI? Different players have different needs, and one-size-fits-all solutions shrink a game’s audience.
In a blog post titled The Importance of the New Player’s Experience, Josh Bycer catalogs several types of “new” players for a given game:
- Players who are new to this specific game, but familiar with other similar games or the conventions of the genre.
- Players who are new to this game’s genre and conventions, but familiar with gaming in general.
- Players who are completely new to gaming.
- Players who have played this specific game, but have put it down for an extended period and are returning - especially if it is a live-service game which may have changed considerably in the meantime.
All of these players need some amount of guidance (or at least reminders) to understand how to play the game, but the amount and nature of guidance needed varies considerably between them. One might expect games to thus present a few different levels of optional guidance to cater to each group, but it’s typical for games to design their tutorials and onboarding for only the first group, providing little help for the “new” players of other kinds.