21. • Does not pause gameplay
• 30 seconds hooked
• Tunnel: step continues when user did what
you need
• Expose Cool Features Early
• Make buy in the shop / make spend hard
currency / make invite friends
FTUE checklist
22. FTUE Checklist… continued
• Character helps
• Better to show than write
• Can add narration
• If you want someone to look at
something, make it move.
• Make sure they get it.
• No need to show all features (hints) + don’t teach
the obvious
• Cover all steps with analytics
FTUE checklist… continued
Интерфейс влияет на retentionИ на монетизацию- чтобы пользователь заплатил- чтобы пользователь играл долго- чтобы пользователь зашел еще разЗачастую это делает игровой продюсер или гейм дизайнерСпециалисты по UX занимаются исследованием и тестированием предложенных концептов
Использование персонажей – retention
Персонаж радуется
И печалится вместе с вами
Если хотите чтобы пользователь смотрел на что-то – подвигайте/подсветите это+ звукиVisual and sound confirmation of action performedNot only buttons – but collecting coins, etc.If two similar events do different things, make it clear. For example, if taking a gold coin is preferable to taking a silver coin, make the visual effect of taking a gold coin prettier.
Люди читают тексты+ про погружение+ narration
Все очень яркое
Все очень яркое
Игра:Candy Blast ManiaI. New User Flow: The game must hook a new player within 30 seconds. That means a simplified tutorial with 70% completion rate. New players should begin experiencing the game as quickly as possible.Важная часть геймплеяШаг продолжается когда пользователь сделал то что нужноExpose Cool Features Early
Игра:Candy Blast ManiaI. New User Flow: The game must hook a new player within 30 seconds. That means a simplified tutorial with 70% completion rate. New players should begin experiencing the game as quickly as possible.Важная часть геймплеяШаг продолжается когда пользователь сделал то что нужноExpose Cool Features Early
Игра:Candy Blast ManiaI. New User Flow: The game must hook a new player within 30 seconds. That means a simplified tutorial with 70% completion rate. New players should begin experiencing the game as quickly as possible.Важная часть геймплеяШаг продолжается когда пользователь сделал то что нужноExpose Cool Features Early
Игра:Candy Blast ManiaI. New User Flow: The game must hook a new player within 30 seconds. That means a simplified tutorial with 70% completion rate. New players should begin experiencing the game as quickly as possible.Важная часть геймплеяШаг продолжается когда пользователь сделал то что нужноExpose Cool Features Early
Подсказки – отличный способ провести время ожидая загрузкуИгра MegaRun
Игра:Candy Blast ManiaI. New User Flow: The game must hook a new player within 30 seconds. That means a simplified tutorial with 70% completion rate. New players should begin experiencing the game as quickly as possible.Важная часть геймплеяШаг продолжается когда пользователь сделал то что нужноExpose Cool Features Early
Игра:Candy Blast ManiaI. New User Flow: The game must hook a new player within 30 seconds. That means a simplified tutorial with 70% completion rate. New players should begin experiencing the game as quickly as possible.Важная часть геймплеяШаг продолжается когда пользователь сделал то что нужноExpose Cool Features Early
A good tutorial should try not to pause the game, and be integrated into the gameplay. This is not an easy thing to do, but it is worth taking the time and thinking about it. When you want to explain a series of actions, it may be simpler to simply freeze the game and show a small series of images explaining the process, but most of the time, an in-gameplay tutorial is best. Try not to pause. Unless absolutely necessary, try not to pause the game for a tutorial. This is not always possible, but do try. ?Don't teach the obvious. If there is a button that says "Jump" on screen, it is obvious what it does. On the other hand, if the game has a "Double Jump" feature, you should teach that. ?Do Remember to make buttons appear with some kind of animation when the gameplay starts, or at least enter the screen with a moving animation, so that it catches the player's eye and makes the player try it. You need to remember that a lot of players do not play your game for long. So you may have the coolest power-ups ever implemented in any game ever, but if they are only revealed in level 10 (for example), the majority of players will never know about them, because they won't reach that level. Here is a list of things you'd want to give the players or let them know about early on in your game: ?Power-Ups: You don't have to expose ALL of you power-ups early, but at least a few of the coolest ones, to get the players to enjoy your game. ?Game Store: Tell the player about the store early in the game, but do so according to the explanations in the Let the Player Know section. ?Score Bonuses: A good score bonus should have some nice visual effects to accompany it, and that makes players happy. ?Special Abilities: Some games have special abilities or special weapons that can be unlocked by game progression or through the game store. Try to unlock at least one special ability/weapon pretty early on in the game.
A good tutorial should try not to pause the game, and be integrated into the gameplay. This is not an easy thing to do, but it is worth taking the time and thinking about it. When you want to explain a series of actions, it may be simpler to simply freeze the game and show a small series of images explaining the process, but most of the time, an in-gameplay tutorial is best. Try not to pause. Unless absolutely necessary, try not to pause the game for a tutorial. This is not always possible, but do try. ?Don't teach the obvious. If there is a button that says "Jump" on screen, it is obvious what it does. On the other hand, if the game has a "Double Jump" feature, you should teach that. ?Do Remember to make buttons appear with some kind of animation when the gameplay starts, or at least enter the screen with a moving animation, so that it catches the player's eye and makes the player try it. You need to remember that a lot of players do not play your game for long. So you may have the coolest power-ups ever implemented in any game ever, but if they are only revealed in level 10 (for example), the majority of players will never know about them, because they won't reach that level. Here is a list of things you'd want to give the players or let them know about early on in your game: ?Power-Ups: You don't have to expose ALL of you power-ups early, but at least a few of the coolest ones, to get the players to enjoy your game. ?Game Store: Tell the player about the store early in the game, but do so according to the explanations in the Let the Player Know section. ?Score Bonuses: A good score bonus should have some nice visual effects to accompany it, and that makes players happy. ?Special Abilities: Some games have special abilities or special weapons that can be unlocked by game progression or through the game store. Try to unlock at least one special ability/weapon pretty early on in the game.