When getting ready to play a new game, how are you supposed to know how to play it? Maybe you have a basic understanding of the game, but how are you supposed to know what all of the buttons do? Where to go? What to do? It’s a principle known as conveyance, and it’s something developers can easily take for granted, but has a huge impact on players’ overall experience.
Plus, game designer Seth Gorden stops by to share his experiences with conveyance. We discuss various techniques (such as tutorials), how different genres have different conveyance needs, and games that got it right… and wrong!