How to Write a Guide People Can Actually Follow
A guide fails when it assumes the reader is reading in order. Most readers arrive mid-page from a search, which…
Read the guide →A guide fails when it assumes the reader is reading in order. Most readers arrive mid-page from a search, which…
Read the guide →A mental map is not a memory of the whole world; it is a set of routes and anchors. Three techniques reduce the time…
Read the guide →Slow and fast puzzles look similar and train opposite skills. Knowing which you need explains why a puzzle game that…
Read the guide →A boss loss is data, not a verdict. Four questions convert it into a checklist, and the checklist turns the next…
Read the guide →A good secret changes how the player reads the world; a bad one adds a collectible to a list. The difference is…
Read the guide →A guide describes someone else's luck. A spreadsheet describes yours, and that difference matters because drop rates…
Read the guide →The best tutorials are not skippable because they are not separate. They are rooms designed so that the only way…
Read the guide →Roguelikes assume long sessions, and adults rarely have them. Four adjustments make progress possible in…
Read the guide →A screenshot without context is a picture. With three extra pieces of information it becomes evidence that someone…
Read the guide →Difficulty feels fair when failure is legible: the player can name what went wrong and what to change. Three…
Read the guide →Turning off the minimap changes an open world from a checklist into a place. It also makes navigation much harder…
Read the guide →Critique fails when it describes taste as fact. Three structural changes make a critique readable by the person who…
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