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What people don't expect is a boring, mundane "training level" developed to get you used to the controls of thr game. Not only is it just plain dull, but like the title says: first impressions count.
I once read a games reviewer write that he based much of his impression of a game on the first few levels. Whether you agree with his critical reviewing method, I bet most of you will agree with it.
So, why is it that so many games do start with a slowly paced level that's nothing like the actual style of the game? Far better, in my opinion, would be to put the player in the heat of the action- maybe with a few on screen prompts to indicate controls, but no more. If the player wants to develop their skills, and be taught how to play rather than learn it themselves, then you could include a training mode- something that games like Lylat Wars have done in the past.
Sonic
What people don't expect is a boring, mundane "training level" developed to get you used to the controls of thr game. Not only is it just plain dull, but like the title says: first impressions count.
I once read a games reviewer write that he based much of his impression of a game on the first few levels. Whether you agree with his critical reviewing method, I bet most of you will agree with it.
So, why is it that so many games do start with a slowly paced level that's nothing like the actual style of the game? Far better, in my opinion, would be to put the player in the heat of the action- maybe with a few on screen prompts to indicate controls, but no more. If the player wants to develop their skills, and be taught how to play rather than learn it themselves, then you could include a training mode- something that games like Lylat Wars have done in the past.
Sonic