Target Audience


The player will know whats happening in my game through a number of way in my game. For one I will lead them with subtle directions. For example if they were in a dungeon, rats could scurry into the room with loot in or even the boss room, or if they were in a massive nobleman's house and a guard is chasing after them, the guard would have a torch therefor the light would radiate of him telling the player which way not to go. The same can be done with the opposite, light can be used to show the play where to go. 

Another way I will be leading my player is through dialogue. for example, the player goes to the town elder, the town elder will explain to the players what to do but without hand holding. What I mean by this is that most modem game just tells the player what to do, this will be more like LA, Noire where the player has to finger things out for themselves. For example, instead of marking a location on their map, the elder will tell the player that it's to the south of the town. This means that my game is aimed at a more mature audience rather than children as most kids rush through dialogue and then get stuck midway through the game.

The player will need to get some satisfaction from playing my game so they keep playing and one of the best ways of giving them said satisfaction is through bright visuals and audio, this would also show the player when they have done something correctly and/or progress.
For example, if the player was trying to figure out a puzzle with pressure plates, the pressure plates could light up and make a ding if the player stands on the correct one.

There is a game that teaches players to play the game through gameplay and dialogue, Mega Man X. Mega Man X's first stage is really clever with the way it teaches players to play. Mega Man X adds features to the original Mega Man formula, it adds dash and wall jumping, but it doesn't explicitly says it. So midway through the stage, you start to fight this massive bee robot, and when you defeat it destroys the platform and sends it and you flying down to the ground as can be seen to the right.

If you didn't know how to wall jump you would run to the right, because it is the way of progress, and fall into the gap. When you fall into the gap between the floor and the wall you cling and begin to makes a dust cloud as you fall down. This should make the player think to themselves, "hey, maybe I can use this to get out of this hole". They then jump on the wall again and since the only way they can ascend is through jumping they try to jump on the way and leaner how to wall jump without being told, they figured it out.

Wicher 3, on the other hand, uses a more traditional tutorial than mega man. Getting the player to go through individual types of attack. This may seem boring at first be the game makes it a bit more enjoyable by incorporating it into the story. This sidetracks the player so as they learn how to play the game.


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