Suppose I’ve got a game which is split into levels (level 1, level 2, etc).
I might decide on locking levels. That is, when a player first boots up the game, they can only play level 1. Once they have beaten level 1, they now can access level 2, and so on.
This allows me to make sure that the player moves through the game sequentially, which can be great if I want to ensure a certain difficulty curve to the game. If my game has multiple features, this assures me that I can introduce a feature for the first time on level X, making that the tutorial level for such a game element, and then use it in level X+1, X+2, and so on, in more complicated contexts. I don’t need to re-explain how the feature works in subsequent levels via either a tutorial-like section of the level design, or literal text on screen explaining how that feature works.
There is a problem here though. Suppose that the player gets hopelessly stuck on level X, and that there are several levels after level X in the game. The player may get frustrated and quit which, from my point of view, is disappointing. I’ve made so much more content in the game that they will never experience. Trying to minimise the chance this will happen is one problem, but it can’t be guaranteed to never happen if you use this system of locking levels.
Instead, we can consider some alternative ways of letting the player progress through the game. Essentially what I would like out of this question is some ideas for ways to deal with this problem.
Solutions need not solve all of:
- The player should not be able to get stuck
- The player should first encounter each feature in a tutorial level
- A suitable, roughly increasing difficulty curve is maintained
Indeed, for some (most?) games, I think solving all three problems is likely impossible.
I’ll post some ideas that I’ve seen used frequently in various games as an answer. If someone has a completely new idea that I’ve not thought of or seen, I’d love to hear it.