3/22/2023 0 Comments Spacechem developer![]() But that’s something that we chose to make our specialty. And this is something that most triple-A studios have a pretty good grasp on, and the indie space, not always. ![]() To make it so that the game teaches you how to play the game by playing the game. So that was something we spent a lot of time reading about and thinking about, practicing: How to make better tutorial experiences, and not even "tutorials" in the traditional sense. We made SpaceChem and we didn’t know anything about making a game that was usable or easy to pick up, and it was kind of a failure in that regard, even if it was a success overall. You’re trying to teach them how to play the game. And one of the things that’s not obvious about entertainment games is that you’re trying to teach something. Zach Barth: So one of the things that’s obvious with educational games is that you’re trying to teach something. What do you find is common across both of them? You’ve made both educational and commercial games now. With the educational market being so large, yet so impenetrable, I thought it would be interesting to find out what the experience was like for Zachtronics founder Zach Barth, and how it has influenced his approach to designing his subsequent commercial games - as well as trying to figure out why it is so hard to make successful educational games, from both a commercial and educational perspective. In that two-year gap, Zachtronics spent its time making three educational games for a company called Amplify, taking subjects from its custom curriculum and extrapolating them out into a series of games. It was two years before its next commercial game, Ironclad Tactics, emerged, followed up more recently by Infinifactory, the 3D big brother of SpaceChem's programming puzzles. ![]() It was a bit of a surprise, then, when developer Zachtronics went a little bit dark after the release of SpaceChem.
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