I need to tell you this and I need you to remember this.
Use as little text as possible, show as much as you can with the game.
Text was made to transmit information towards people who are looking for the specific information, I, for example, use it to document and type what I find important in piles of text that I only understand.
The very prolonged texts I make are made to transmit information, but these texts should not, and never, be transmitted to people who aren’t aware of what it means.
These texts i make take about 600 pages of writing, but they’re not narrating a story, they specify what a scene, an argument or how a mechanic works, if I were to just copy and paste the text on the game, it would be both lazy and boring.
It’s a rule: show, don’t tell.
So what I’m telling you is that you try to present everything with visuals and avoid text as much as you can. A sign that says where you are going, that’s fine, but not something like
(don’t read the text)
It has been always a good way of teaching players, and a good way of making games too. A game like uncharted and half life 2, they wouldn’t tell you where to go, what to do, instead, the use of eye-calling colors like yellow and the shaping of the map to make useful mehhanics easy to do were what made the games so good.
Think of teaching like a tutorial. The best tutorials are the ones you don’t even remember. Walls of text are unattractive, they are only made to describe information but it doesn’t have to be the information itself.
If I were to tell you what a tree is, I wouldn’t tell you that a tree has a thin log of wood that holds it together, with a bunch of bushes on top of it that make a semi-circle form with green colors, full of leaves and small sticks made of the same wood as the one that holds it.
If I were to tell you what a tree is, I would show you this.
This is a tree.