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	<title>
	Comments on: Gaming Grammatically	</title>
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	<link>https://unwinnable.com/2013/01/24/gaming-grammatically/</link>
	<description>Stories about Culture</description>
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		<title>
		By: Ceny Aut		</title>
		<link>https://unwinnable.com/2013/01/24/gaming-grammatically/#comment-51200</link>

		<dc:creator><![CDATA[Ceny Aut]]></dc:creator>
		<pubDate>Mon, 18 Feb 2013 15:34:26 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=40049#comment-51200</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://unwinnable.com/2013/01/24/gaming-grammatically/#comment-49305&quot;&gt;mum&lt;/a&gt;.

There&#039;s always hope :) ]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://unwinnable.com/2013/01/24/gaming-grammatically/#comment-49305">mum</a>.</p>
<p>There&#039;s always hope 🙂 </p>
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		<title>
		By: @LJFippard		</title>
		<link>https://unwinnable.com/2013/01/24/gaming-grammatically/#comment-50149</link>

		<dc:creator><![CDATA[@LJFippard]]></dc:creator>
		<pubDate>Mon, 04 Feb 2013 21:17:24 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=40049#comment-50149</guid>

					<description><![CDATA[As both a gamer and a games designer, this was an amazing read. :) 
I agree totally that the way to get new gamers feeling like they can do things is not to oversimplify everything and remove all complexity (creating a firm divide between &#034;casual&#034; games and &#034;hardcore gamer&#034; games) but to instead make the games produced accessible to users who haven&#039;t learnt all their skills yet as well as advanced users. 
A games design basic rule is; &#034;make controls easy to learn, difficult to master&#034;, but if you don&#039;t teach your student very well, they won&#039;t learn everything they should have, and without all the skills they need to continue it will be very likely that they&#039;ll want to give up before the first hurdle with that feeling of &#034;I must just be bad at video games, I did the thing it told me but it doesn&#039;t work at all&#034;.  
Like with most things, I suspect that having friends or family in the room to guide your hands would be the most beneficial way to learn, but for people who have nobody about to suss out these little nuances (hand positioning, for example), there may be no way of knowing why they&#039;re finding a task so difficult. Getting a progression hint is useless when the hint is just &#034;do this thing you&#039;ve already been trying to do&#034;. Games users have a great ability to keep at something until the breakthrough, but I think putting in clear, non-patronizing instructions that cover ALL the basics could only be a good thing. Seasoned gamers could always skip past all of that dialogue anyway. 
 
So, I&#039;ll keep this in mind when designing - just a little more effort put into a tutorial level, or even an instructional video with a real person holding the controller, could make all the difference for new players ]]></description>
			<content:encoded><![CDATA[<p>As both a gamer and a games designer, this was an amazing read. 🙂<br />
I agree totally that the way to get new gamers feeling like they can do things is not to oversimplify everything and remove all complexity (creating a firm divide between &quot;casual&quot; games and &quot;hardcore gamer&quot; games) but to instead make the games produced accessible to users who haven&#039;t learnt all their skills yet as well as advanced users.<br />
A games design basic rule is; &quot;make controls easy to learn, difficult to master&quot;, but if you don&#039;t teach your student very well, they won&#039;t learn everything they should have, and without all the skills they need to continue it will be very likely that they&#039;ll want to give up before the first hurdle with that feeling of &quot;I must just be bad at video games, I did the thing it told me but it doesn&#039;t work at all&quot;.<br />
Like with most things, I suspect that having friends or family in the room to guide your hands would be the most beneficial way to learn, but for people who have nobody about to suss out these little nuances (hand positioning, for example), there may be no way of knowing why they&#039;re finding a task so difficult. Getting a progression hint is useless when the hint is just &quot;do this thing you&#039;ve already been trying to do&quot;. Games users have a great ability to keep at something until the breakthrough, but I think putting in clear, non-patronizing instructions that cover ALL the basics could only be a good thing. Seasoned gamers could always skip past all of that dialogue anyway. </p>
<p>So, I&#039;ll keep this in mind when designing &#8211; just a little more effort put into a tutorial level, or even an instructional video with a real person holding the controller, could make all the difference for new players </p>
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		<title>
		By: Sandbox		</title>
		<link>https://unwinnable.com/2013/01/24/gaming-grammatically/#comment-49436</link>

		<dc:creator><![CDATA[Sandbox]]></dc:creator>
		<pubDate>Sat, 26 Jan 2013 18:35:26 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=40049#comment-49436</guid>

					<description><![CDATA[As a sandboxer (someone who grew up mostly playing simulations, &#039;software toys&#039; and virtual worlds) I never thought I&#039;d be very good with challenging strategy, hand/eye skill or fighting games. I would be pretty intimidated by them, up to the point of intentionally spectacularly failing at games like Guitar Hero or Soul Caliber. I&#039;d be okay at games like Mario Kart or Super Smash Bros, but never really venture deeper. Enter Spelunky. I grew obsessed with it. I&#039;ve died over a thousand times but hot damn. I&#039;m at a similar point, my fingers meld with my keyboard and whenever people watch me play and ask how I do those daring jumps or wicked kills... I d even k.  Teaching people those tricks is great though. It&#039;s like dance. When I get it on Xbox I&#039;m curious to see how my keyboard conditioning translates to console controls. I&#039;m getting really good with Super Hexagon now, and I plan on emulating and trying out something like Twinbee or any other shoot em up.  
 
Anyway. Long winded response but I&#039;m usually a lurker (probably because I grew up sandboxing, I fell sort of alienated from the majority of gamers) This post really resonated with me. If I had only known 16 years ago that the dance of fingerpads was no true hurdle.  ]]></description>
			<content:encoded><![CDATA[<p>As a sandboxer (someone who grew up mostly playing simulations, &#039;software toys&#039; and virtual worlds) I never thought I&#039;d be very good with challenging strategy, hand/eye skill or fighting games. I would be pretty intimidated by them, up to the point of intentionally spectacularly failing at games like Guitar Hero or Soul Caliber. I&#039;d be okay at games like Mario Kart or Super Smash Bros, but never really venture deeper. Enter Spelunky. I grew obsessed with it. I&#039;ve died over a thousand times but hot damn. I&#039;m at a similar point, my fingers meld with my keyboard and whenever people watch me play and ask how I do those daring jumps or wicked kills&#8230; I d even k.  Teaching people those tricks is great though. It&#039;s like dance. When I get it on Xbox I&#039;m curious to see how my keyboard conditioning translates to console controls. I&#039;m getting really good with Super Hexagon now, and I plan on emulating and trying out something like Twinbee or any other shoot em up.  </p>
<p>Anyway. Long winded response but I&#039;m usually a lurker (probably because I grew up sandboxing, I fell sort of alienated from the majority of gamers) This post really resonated with me. If I had only known 16 years ago that the dance of fingerpads was no true hurdle.  </p>
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