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Offworld Trading Company

A real-time economic strategy game set on Mars.

1 source3 tips

Where Offworld Trading Company comes up1 episode or test

Gcreator of Game Maker's Toolkit testCan we Improve Tutorials for Complex Games?
In short

Offworld Trading Company, a real-time Mars economy game, teaches a complex market through objective lists without click-here arrows, an advisor who scolds a player for selling aluminium under $10 and explains the stock market, and two tutorial modes (scripted walkthrough, trial-and-error challenges). Lesson: show one fix, let players solve the rest, and offer multiple learning paths. The source gives no numbers on results.

At a glanceOffworld's advisor explains costly economy mistakes the moment they happen
  1. 1Player sells aluminium under $10Slow-burn mistake that could go unnoticed
  2. 2Advisor scolds the playerFlags the long-term mistake right away
  3. 3Advisor explains the stock marketShows why the mistake matters
  4. 4Player learns without waiting hoursOffsets slow feedback in complex games

From Game Maker's Toolkit on Offworld Trading Company

What was said about Offworld Trading Company

  • Offworld gives players a list of objectives and lets them work it out. Its tutorial lists objectives with no click-here arrows, so players have to apply what they just learned and fill the gaps by thinking.

    Game Maker's Toolkit compares this to Planet Zoo, whose first tutorial fixes one animal's welfare and then asks the player to fix the other habitats with hardly any guidance.

  • An in-game advisor explains long-term mistakes and why they matter. Mark Brown was scolded by the advisor for selling aluminium under $10. The advisor then taught him how the stock market works.

    This offsets slow feedback in complex strategy games, where a badly balanced economy can go unnoticed for hours. Brown's quote: "Complex games typically have a very slow feedback cycle, which does make it hard to learn from hands-on experience."

  • Offworld offers both scripted walkthroughs and trial-and-error practice challenges. Players get two tutorial modes, so learners who prefer a guided path and learners who prefer experimenting are both served.

    Game Maker's Toolkit's point is that a single scripted path will not suit everyone. It contrasts this with Total War, which separates tutorials for newcomers from those for returning players.

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