My Photo Name:  David Edery

Location:  Kirkland

Bio: Manager and Principal of Fuzbi, a consulting firm focused on the business and design of online video games, and research affiliate of the MIT Comparative Media Studies Program.

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My book, "Changing the Game"

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July 13, 2008

Designing for Older Gamers

Category: Design / Production — David J Edery @ 10:23 pm

Gamasutra has posted an article sharing ten lessons for designing games that appeal to “older gamers” — which they also call “silver gamers.” Most of the lessons seem obvious, but it’s worth being reminded of them.

I would have liked it if some of the lessons were expanded upon. For example, lesson #1 emphasizes the importance of repeatable tutorials, but tutorials are simply one means of addressing a larger issue: that of teaching people what they can do in a game, and then helping them to remember those lessons later on. (Lesson #2 was “better printed manuals, reiterating the importance of this issue.) Given the tremendous length of some games, and the fact that busy adults may spread that gameplay over weeks or even months, it’s easy to forget the lessons taught in a tutorial.

This problem is exaggerated in games, such as Assassin’s Creed or MGS4, that pack large amounts of functionality into disparate objects and/or context-sensitive situations. (Though MGS4 does some things nicely, like automatically displaying all the ways to use an item when you select that item from the menu.) The request for meatier printed manuals, like repeatable tutorials, is ultimately a symptom of this larger problem.

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