Sunday, August 30, 2015

Fallout Shelter


I heard praise about Fallout Shelter for a few weeks before I decided to give it a try. The first thing I noticed about the game was its tutorial system. Tutorials can be particularly tricky for game developers. You want to give players enough information to understand how to play the game, at the same time you don't want to give too much away. The method of delivery is tricky to. Players can get very turned off if they are forced to go through 5 minutes of tutorial before they can start playing, especially if there is a lot of reading involved. At the same time, if you add a skip button, 8 times out of 10 the player will skip the tutorial and feel frustration when they come across something they don't understand.


The developers at Bethesda did a great job in implementing Fallout Shelter's tutorial system. The game has a very small amount of forced tutorial, and what is there is very plain and clear. A few arrows point to UI elements and plainly tell the player what they are and why they are important. Once the player is hooked on the game, they can dive into 20+ pages of optional tutorial info. Fallout Shelter developers don't hold anything back. They give players all of the information they need to develop successful strategies and trust in the balance of the system to provide an engaging experience, even if the player has a detailed road map of how to win.

The golden goose of Fallout Shelter is in its systems design. Once you grasp how all the pieces effect each other, that's when the game gets really addictive. Weeks of gameplay come from beefing up character stats and maximizing resource gathering efficiency. This is all coming from someone who favors the achiever style of playing games. Fallout Shelter has been carefully crafted to fit other play styles as well. Explorers can collect rare armor, weapons, and characters while killers can send their vault dwellers to the wasteland to defeat increasingly difficult creatures.

The art in the game is minimal, fun, and cartoonish. It appears that less time was spent in developing art content, and more was put into creating a juicy user experience. Collecting food, water, and electricity could be something simple that just happens at set intervals without player input, instead, the player has to tap resource rooms in order to collect these resources. Such a small interaction gives players the rewarding feeling of putting in work to gather resources. It's especially rewarding to watch those resources fly up to the top of the screen and add to your stockpile. A+ user experience design for this mobile game.

Fallout Shelter is also an example of excellent cross-promotion marketing. I feel the urge to play Fallout 3: New Vegas every time I open Fallout Shelter. No doubt part of the marketing strategy for the soon to come Fallout 4.

All of this was to say that you've got me Bethesda. I'm thoroughly addicted to Fallout Shelter and excited for Fallout 4.



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