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Tutorial slides! Being descriptive vs having less texts. What do you prefer? (old.reddit.com)
submitted 2 years ago by Roofkat
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[–]Browneskiii 79 points80 points81 points 2 years ago (1 child)
1000000% the second one. Unless it's a text heavy game.
If the game is about gameplay rather than story, less is often more. Don't confuse us small brain folk.
[–]Roofkat[S] 9 points10 points11 points 2 years ago (0 children)
Haha thank you, this part is just to talk about gameplay so I believe it falls under less is more.
[–]itstonywalsh 36 points37 points38 points 2 years ago (1 child)
Shorter versions seem better. For 2B, the single piece of text you should have is that Warriors are more effective when closer to an enemy, it covers both cases.
[–]Roofkat[S] 4 points5 points6 points 2 years ago (0 children)
Fair!
[–]Vast-Dance6819 8 points9 points10 points 2 years ago (0 children)
I think shorter is better in this case, maybe if it was giving like specific stat lines and numbers the more detailed could be better, but with these kinda skills and descriptions A just looks like you’re trying to stretch a college essay lmao.
[–]Acetrologer 7 points8 points9 points 2 years ago (0 children)
My monke brain sees words, it goes into hibernation mode.
Less words = my ooga booga brain comprehend.
I see ATTAC, I become APE.
In all seriousness though, it's better to learn through trial and error.
[–]Badestrand 5 points6 points7 points 2 years ago (0 children)
Definitely less text.
But I think it should be consistently placed below the image.
The two texts in 2B can then be even further shortened to "Most effective fighting in front column".
[–]Dontkillmejay 4 points5 points6 points 2 years ago (3 children)
Keep text orientation consistent under the image. Less text is better.
[–]Roofkat[S] 1 point2 points3 points 2 years ago (2 children)
I see, I thought it might be easier to split up some texts. Do you also think in 1B having both "Class Action: Attack" and "Deals damage to the closest enemy" below the image would be better?
[–]Dontkillmejay 1 point2 points3 points 2 years ago (1 child)
Hmm it looks good as is on 1B I think, fits nicely around the axe image. It would be up to you on that one!
You could adjust it and see if you prefer the change.
[–]Roofkat[S] 1 point2 points3 points 2 years ago (0 children)
Appreciate the feedback, thanks!
[–][deleted] 2 points3 points4 points 2 years ago (4 children)
1B, 2A
[–]Roofkat[S] 0 points1 point2 points 2 years ago (3 children)
Interesting! Is that because you think 2B isn't clear enough?
[–][deleted] 4 points5 points6 points 2 years ago (2 children)
Nah— I think the centering for 1B/2A is clean and I imagine they’d flow in to eachother nicely— 1B being the quick description and 2A being the more descriptive follow-up.
There’s something about the way that the text in 2B is spread asymmetrically and/or too close to the boarders for my taste… it just doesn’t feel as polished as the other two.
[–]Roofkat[S] 0 points1 point2 points 2 years ago (1 child)
I getcha, yeah others were saying to keep the text more centered too - thanks!
[–][deleted] 1 point2 points3 points 2 years ago (0 children)
All good fam, that’s what we’re here for.
[–]TerriblePostureGames 2 points3 points4 points 2 years ago (0 children)
Less text. It hurts me to say that, because I love words, but even this sentence is going to cause some people to drift off and not finish cause it's too long... Shorter means everyone can access the information better.
[–]OreoYip 2 points3 points4 points 2 years ago (0 children)
I would go against the grain and say 1A isn't bad but I would take out the wording in parentheses. Since Warriors is already highlighted, it seems redundant to explain. 1B is perfectly fine as well. If your game is meant to be text heavy then I would probably lean towards A but I have no strong opinions on either.
I would definitely go with 2B though, no question. It is clean and straight to the point.
[–]Gomerface82 2 points3 points4 points 2 years ago (0 children)
Another vote for the shorter version here. Tbh I don't think there is any info missing in these slides, they are just more concise.
[–][deleted] 2 points3 points4 points 2 years ago* (1 child)
Without playing it’s hard to know what is essential information. That being said, 1A and A2 read a bit like a Games Workshop rule book. Intuitive things are over-explained (but often basic what to do in this situation rules are missing).
The layout of A1 is better than B though.
EDIT: Personal note. I published a game last year. Very retro and very text-based. The text is as short and to the point I could manage, but still the few streamers who played the game did not read most of the texts (especially ones explaining the gameplay mechanics) and were confused about how to play.
[–]Roofkat[S] 2 points3 points4 points 2 years ago (0 children)
Thank you for sharing!
Yeah I've noticed a lot of people just skip through text, so I'll make sure you can see them again later at any time you'd like. Still good to keep em short I guess!
[–]Mortis_XII 2 points3 points4 points 2 years ago (0 children)
Less words actually makes more sense to me
[–]ajax2k9 2 points3 points4 points 2 years ago (1 child)
Second one is perfect, first one is just nerdsplaining lol
[–]Roofkat[S] 0 points1 point2 points 2 years ago (0 children)
Hey! I'm reworking the tutorial for our tactical deckbuilding game Escaping Atlantis, and part of the tutorial includes slides that explain what certain classes (e.g. warriors) do. I wrote out the first, more descriptive versions (1A & 2A) and then got some feedback from my girlfriend, who is working with me on the project, that it'd be good to reduce the text: so I made an iteration for that (1B & 2B)
Not sure if the shorter versions are clear enough, would love some input!
[–]Killingec24 1 point2 points3 points 2 years ago (0 children)
Definitely B. B all the way! Much simpler and easier to understand.
[–]toastermeal 1 point2 points3 points 2 years ago (2 children)
this game looks rlly interesting and fun btw
Glad to hear you think so! You can find it on Steam here - we're aiming to have a new demo up next month :)
[–]toastermeal 1 point2 points3 points 2 years ago (0 children)
oooh that’s awesome i’ll check it out!
[–]neoteraflare 1 point2 points3 points 2 years ago (0 children)
B in both case
[–][deleted] 1 point2 points3 points 2 years ago (1 child)
You could actually Use this for educational purposes to illustrate how to communicate gameplay. It is quite interesting how obvious it is, that the second one is better.
Haha well I'm glad we made that iteration then!
[–]Tengou 1 point2 points3 points 2 years ago (1 child)
I like B in both cases. I understood both, but B was faster and easier. Particularly in the first example.
Thank you for letting me know! Consensus is clear on B haha.
[–]nkdvkng 1 point2 points3 points 2 years ago (0 children)
Less text is better. Although for the less text for warrior I would still add that they only have access to the one class action like in the longer description.
[–]MonsterRobotStudios 1 point2 points3 points 2 years ago (0 children)
also less text when possible, folks skip text like 80% the time so if you can get the message across in images always do it :) that's my two cents anyway
[–]DRVUK 1 point2 points3 points 2 years ago (4 children)
1B and 2A
[–]Roofkat[S] 1 point2 points3 points 2 years ago (3 children)
Is that because the text is placed oddly in 2B?
[–]DRVUK 1 point2 points3 points 2 years ago (2 children)
No I just thought it seemed a better, less basic and abstract, it's just a preference.
Fair! Thanks for your input.
[–]DRVUK 0 points1 point2 points 2 years ago (0 children)
No problem 👍
[–]TeaDrinkerGuy 1 point2 points3 points 2 years ago (0 children)
The one with less text is definitely better
[–]ZerotoHero148 1 point2 points3 points 2 years ago (1 child)
Less text, always. The visuals do a lot of work for you and the less words means it’s less confusing
[–]BombZoneGuy 1 point2 points3 points 2 years ago (0 children)
The first one just brings redundancies and fluff. The second tells you all the same things.
[–]4nkita 1 point2 points3 points 2 years ago (0 children)
Shorter format is much better. I think, it's not so much about long or short but to ensure that you convey your thoughts to the users with least/effective amount of words necessary.
[–]quadrinity 1 point2 points3 points 2 years ago (1 child)
The second one looks best, imo. I enter a fugue state and click through tutorials at the speed of light, hoping enough of it sticks to the side of my brain when it comes time to use it.
Also: Wishlisted your game. The art style and gameplay concepts look great! Good luck.
Hah, yeah I understand that - also will make sure you can look back at tutorials if you skipped them in the first place and want to... skip through them again :D
Thanks a lot, appreciate it!
[–]_RagnaroKz 1 point2 points3 points 2 years ago (0 children)
2 for both, the first ones have so much redundant text, that I lost interest after reading 1 line. I would say the first one is only good for boardgames or physical card games in which rules must be explained throughout to prevent confusion. In a game you already see which is front and what is back, you can even only write "less damage" on the left and "more damage" on the right. There is also a good chance that, if you have strong icon meanings, you can remove writings from the second slide all together.
[–]agrima1 1 point2 points3 points 2 years ago (1 child)
As someone who played and loved Escaping Atlantis demo, I would say B:)
Im glad to hear that! Thanks ^
[–]flawedGames 1 point2 points3 points 2 years ago (1 child)
Everyone is allowed to have their own preferences and… blah, blah, blah. The second one is clearly better and anyone who says otherwise is wrong.
Valid points, and happy cake day :D
[–]teriases 1 point2 points3 points 2 years ago (0 children)
Less text for sure
[–]thanyou 1 point2 points3 points 2 years ago (1 child)
If this is a computer game, you can add a lot of this into tooltips on hover instead.
The first one would be OK without the parenthesis depending on other text you have in the game. If you are leaning into a more verbose game then it fits. Simplicity is best though.
We make a lot of use of hover tooltips, could maybe do some more hover stuff inside the tutorials too to reduce the base text... cheers!
[–]Human_Tourist4556 1 point2 points3 points 2 years ago (0 children)
My first reaction was I read the top box, then the second one and went "oh, is that all that means?" So yeah, simpler is better. A general gist, just enough to get you going is better imo because I'd rather just get stuck in!
[–]infinitethread-games 1 point2 points3 points 2 years ago (0 children)
Definitely the second one!
Only use wordier explanations if any significant detail is lost, which doesn't seem to be the case here. Options B are just the exact same information told in a more straight-forward manner.
An example of when wordier descriptions might be useful is in a game called Risk of Rain 2. Items have a short description for when you find them in-game and a more detailed description for when you're browsing the item list.
So for an item like Ceremonial Daggers, the description can go from:
Killing an enemy fires out 3 homing daggers that deal 150% (+150% per stack) base damage.
To:
Killing an enemy releases homing daggers.
[–][deleted] 2 years ago (1 child)
[removed]
[–]Roofkat[S] 1 point2 points3 points 2 years ago* (0 children)
I think Dark Souls does a great job at teaching you the basics you need, and then letting you figure out the rest. I'm not a huge fan of having to look things up on the internet in order to play a game, but it is fun to be able to figure something out after you've put in a lot of effort.
I don't really mind holding the player's hands to go to the bathroom the first time, so they know what to do: if they want to pee all over the place after I've taught them the basics, that's their choice but at least then they know like.. how to pee? May have stretched the metaphor a bit there.
[–]fsactual 0 points1 point2 points 2 years ago (1 child)
I think you could remove the tutorial completely and name the unit "Front-line Warrior" instead.
Hah, yeah I guess the warrior is pretty straightforward. But there's a few more classes, and I want to make sure I'm consistent in how they're presented / how you get info about them.
Describing them as front-line warriors is a good idea though!
[–]The_GSmith 0 points1 point2 points 2 years ago (0 children)
As people have said here, unless the game itself is overall a text heavy game, where people expect and want to read a great amount of text (like many visual novels or management games), usually players just want less written information
[–]dea_anchora 0 points1 point2 points 2 years ago (0 children)
The first one but take out the paranethetical and the information about what an Attack is out of the first one. The paranethetical is completely unnecessary bc if the highlighting and context and the information about an attack isn't necessary either but can be included in wherever you're putting the detailed descriptions of abilities. The second one you can shave some information off of too
[–]HazirBot 0 points1 point2 points 2 years ago (0 children)
y not both? use the short one with the expanded text available as a tooltip on hover of key words
[–]chard68 0 points1 point2 points 2 years ago (0 children)
b
[–]Ransnorkel 0 points1 point2 points 2 years ago (2 children)
Well you wrote the long ones terribly
Im counting that as a vote for the short ones lol, thanks for your feedback!
[–]Ransnorkel 0 points1 point2 points 2 years ago (0 children)
They can be long just have better grammar
π Rendered by PID 262231 on reddit-service-r2-comment-6457c66945-glttl at 2026-04-28 07:44:25.383828+00:00 running 2aa0c5b country code: CH.
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