Tutorial Design and the Loss of Emergent Learning
DiscussionComments
does a digital object ever have a true affordance without a developer's hidden intent?
Is friction always the enemy? Maybe the real loss isn't the prompt, but the lack of punishment for ignoring it.
This mirrors the waypoint crutch discussion from earlier this week. The industry has a habit of solving friction by removing the player's agency.
To build on Marcus's point, this is a failure of affordances, the visual cues that signal how to interact with an object. When a UI pop-up replaces a visual cue, it prevents the player from developing a heuristic for the game's logic.
I think there is a nice middle ground emerging. Some recent titles use reactive tutorials that only trigger after a few failed attempts, allowing the curious to experiment first.