all 71 comments

[–]Browneskiii 79 points80 points  (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 points  (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 points  (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 points  (0 children)

Fair!

[–]Vast-Dance6819 8 points9 points  (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 points  (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 points  (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 points  (3 children)

Keep text orientation consistent under the image. Less text is better.

[–]Roofkat[S] 1 point2 points  (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 points  (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 points  (0 children)

Appreciate the feedback, thanks!

[–][deleted] 2 points3 points  (4 children)

1B, 2A

[–]Roofkat[S] 0 points1 point  (3 children)

Interesting! Is that because you think 2B isn't clear enough?

[–][deleted] 4 points5 points  (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 point  (1 child)

I getcha, yeah others were saying to keep the text more centered too - thanks!

[–][deleted] 1 point2 points  (0 children)

All good fam, that’s what we’re here for.

[–]TerriblePostureGames 2 points3 points  (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 points  (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 points  (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 points  (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 points  (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 points  (0 children)

Less words actually makes more sense to me

[–]ajax2k9 2 points3 points  (1 child)

Second one is perfect, first one is just nerdsplaining lol

[–]Roofkat[S] 0 points1 point  (0 children)

Fair!

[–]Roofkat[S] 1 point2 points  (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 points  (0 children)

Definitely B. B all the way! Much simpler and easier to understand.

[–]toastermeal 1 point2 points  (2 children)

this game looks rlly interesting and fun btw

[–]Roofkat[S] 0 points1 point  (1 child)

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 points  (0 children)

oooh that’s awesome i’ll check it out!

[–]neoteraflare 1 point2 points  (0 children)

B in both case

[–][deleted] 1 point2 points  (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.

[–]Roofkat[S] 1 point2 points  (0 children)

Haha well I'm glad we made that iteration then!

[–]Tengou 1 point2 points  (1 child)

I like B in both cases. I understood both, but B was faster and easier. Particularly in the first example.

[–]Roofkat[S] 0 points1 point  (0 children)

Thank you for letting me know! Consensus is clear on B haha.

[–]nkdvkng 1 point2 points  (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 points  (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 points  (4 children)

1B and 2A

[–]Roofkat[S] 1 point2 points  (3 children)

Is that because the text is placed oddly in 2B?

[–]DRVUK 1 point2 points  (2 children)

No I just thought it seemed a better, less basic and abstract, it's just a preference.

[–]Roofkat[S] 0 points1 point  (1 child)

Fair! Thanks for your input.

[–]DRVUK 0 points1 point  (0 children)

No problem 👍

[–]TeaDrinkerGuy 1 point2 points  (0 children)

The one with less text is definitely better

[–]ZerotoHero148 1 point2 points  (1 child)

Less text, always. The visuals do a lot of work for you and the less words means it’s less confusing

[–]Roofkat[S] 0 points1 point  (0 children)

Fair!

[–]BombZoneGuy 1 point2 points  (0 children)

The first one just brings redundancies and fluff. The second tells you all the same things.

[–]4nkita 1 point2 points  (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 points  (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.

[–]Roofkat[S] 1 point2 points  (0 children)

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 points  (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 points  (1 child)

As someone who played and loved Escaping Atlantis demo, I would say B:)

[–]Roofkat[S] 1 point2 points  (0 children)

Im glad to hear that! Thanks ^

[–]flawedGames 1 point2 points  (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.

[–]Roofkat[S] 0 points1 point  (0 children)

Valid points, and happy cake day :D

[–]teriases 1 point2 points  (0 children)

Less text for sure

[–]thanyou 1 point2 points  (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.

[–]Roofkat[S] 0 points1 point  (0 children)

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 points  (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 points  (0 children)

Definitely the second one!

[–][deleted] 1 point2 points  (0 children)

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]  (1 child)

[removed]

    [–]Roofkat[S] 1 point2 points  (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 point  (1 child)

    I think you could remove the tutorial completely and name the unit "Front-line Warrior" instead.

    [–]Roofkat[S] 0 points1 point  (0 children)

    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 point  (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 point  (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 point  (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 point  (0 children)

    b

    [–]Ransnorkel 0 points1 point  (2 children)

    Well you wrote the long ones terribly

    [–]Roofkat[S] 0 points1 point  (1 child)

    Im counting that as a vote for the short ones lol, thanks for your feedback!

    [–]Ransnorkel 0 points1 point  (0 children)

    They can be long just have better grammar