Lessons from building a traffic game on teaching complex systems
A developer building a traffic simulation found that players quit not on the hardest levels but when too many interacting systems were introduced at once. The fix was to remove a system from early levels and reintroduce it after the first one became automatic. The same principle applies to beginner guides, which should cover one decision per section, starting with cost, then throughput, then layout. The author also recommends naming common failure modes and explicitly saying what beginners can ignore for now. Success was measured by whether readers took a concrete action, not by time spent on the page.
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