Helping players help themselves: diegetic hints

A short article about game UX issues that have been on my mind (somewhat succinctly, as it was originally written for Twitter).

Game designers spend a lot of time tuning the difficulty of combat and puzzles, but what about the narrative or campaign?  Obtuse campaigns can be frustrating, while others “hand-hold” – rob players of gratification – if the golden path is too obvious.  How can design balance these issues?

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