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[In his latest Designer's Notebook column, veteran Ernest Adams takes a frank and factual look at in-game tutorials, explaining exactly what games do wrong so you can make sure that, when you set out to create your tutorial, you do it right.]
In the early days of the game industry there were video games (console or arcade) and home computer games. Video games threw you into the deep end of the pool: you faced an onslaught of enemies with minimal instruction and you either sank or swam. Mostly you sank, which is how arcade games made their money.
Computer games were more complicated than arcade games, so they gave the players manuals to read before starting to play. These days we don't expect players to read manuals, so we give them tutorials instead. Tutorials introduce the player to the user interface and the gameplay. They should explain how the player interacts with the game world, what she's trying to achieve, and (briefly) why.
Recently I had the privilege of serving on the jury for the Extra Credits Innovation Awards, which meant that I had to play -- and therefore, learn to play, several games in a hurry.
One or two had tutorial modes so bad that I decided we'd better talk about them. Bad manuals and/or bad tutorials are already Twinkie Denial Conditions, but the Bad Game Designer, No Twinkie column in which I introduced them didn't go into much detail.
Tutorial modes exist to teach the player, and game designers are not natural teachers. We're used to creating challenges, not explaining principles. Throughout most of the game, the players are expected to learn things on their own through observation and experimentation.
As Raph Koster has pointed out, much of the fun of gameplay come from learning to master the game, but this process is inefficient. The tutorial shouldn't be like that. It should tell players what to do and show them what happens when they do it. It should let the players master the basic elements of using the software -- guiding them into the shallow end rather than throwing them into the deep end. But as I recently discovered, there are a lot of ways to do it badly. Here are a few.
Force the player to take the tutorial. Whenever the player starts the game over, make him go through the tutorial again. Do this even if he has played it a dozen times before. Bore him with explanations of things he already knows. Irritate him with tiresome trivial challenges. Waste 10 or 20 minutes of his time before he can get to the fun part.
Games often include unavoidable tutorials because the tutorial also constitutes the first level or two of the game. There's not much harm in this if the player can turn the game's advice off, or interrupt it. But making the player struggle through a swamp of information he already knows is tedious and annoying.
The simplest way to resolve this is to put the tutorial in its own optional area, separate from the rest of the game. It works for many game roles. Soldiers, athletes, pilots, and for that matter, kings and city planners all go through training phases before they start their real work. If you really want to build your tutorial as part of your main game, make sure the player can turn the teaching elements off and just play straight through.
 Square Enix's Nier
Make the player read a lot. Give the player screen after screen after screen of introductory material to read, with nothing to do but press a button to move from one to the next. Write it in faux-medieval language full of anachronisms, or worse yet, as the monologue of some tiresome mentor character with a lot of irritating verbal mannerisms. ("The A button swingeth thy sword! Essay it now. Aye, 'tis well done.") Display it all in an ugly typeface that was originally intended for headlines or poster titles, but never for large blocks of text.
I once played a Japanese game whose tutorial mode consisted of ten solid minutes of pressing a button to move to the next screen of text. Of course, by the time I reached the end I had forgotten half of it. Players will remember much more if they learn by doing.
While I'm at it, don't make the player read huge amounts of back story, either. The opening crawl of the first Star Wars movie takes one minute and 14 seconds, from "It is a period of civil war" until "restore freedom to the galaxy" fades off the screen. If that was enough for George Lucas, it's enough for you. Let the players learn the rest from context.
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Gem:
"If the player fails at the tutorial, then clearly the tutorial itself has failed."
Putting the tutorial 20-30 minutes into the game. The Final Fantasy series is notorious for this one. You generally play through a large level that takes 20-30 minutes. During that time you kind of stumble through all the basic commands. After all this, then you are presented with the "tutorial room" Everything that is covered there is stuff that you were forced to figure out on your own for the last 30 minutes of the game.
Tutorials should always be presented as the first thing available in the game. It doesn't have to be forced on you, but the moment you start a new game, the tutorial should be accessible.
That whole sequence with Wheatley explaining the Jump function is probably one of the most entertaining tutorial sequences I've played for a long time.
Everything pops up as quest items, and the announcer is used to offer suggestions and let you know when you are doing something hazardous. It all rolls out as the game is played, and while it does send up reminders of what to do and when, they are always off to the side, and wait for the player to click on them before they take prominence.
You get a nice guided tour of an entire game sessions, and are guided through gameplay, character level ups, item buying decisions, and then through to winning the match.
Props to Riot - I am very impressed!
One of the early Civ games did this (I think) and I didn't know the game was turn-based. I pressed F1 by accident and spent two harrowing minutes trying to figure out how to make it go away before finding out I wasn't in any danger. :)
I lend my game to a friend from college, and the next day he returned it to me saying it was broken. According to him, it would just stop working very early in the game. So i get home, reinstall the thing, and start playing.
Turns out that the "broken" part of the game he described was a tutorial where the game restricts every single one of the players commands and inputs except the mouse. The narrator says something like "Look to that stuff on the left. Good, now look at that thing on the right. Good, now look up to the ceiling. Very nice, you know how to use the mouse to control the camera.", and only then you gain control of the character's movement again.
Well, i made fun of him the other day, after all all he had to do was make the character look up, but when a player thinks your game is broken because of the tutorial, that's one badly designed tutorial. He simply wasn't paying attention to the narrator...
The original Driver on the PSX is a prime case in point...
On complex games like the social networks strategy games, I understand that there's a need to teach the player, but I think that going through a tutorial is not the only way. Having only disposable a few buttons at the game start, asking for objectives or highlighting the action that you want them to discover is enough. Of course, having a fella talking to the player is very good, because they can add further mood and help to the player, but be careful not to bore the player and let them to have their own experience!
After all, play is learning!
What was Minecraft's tutorial again?
Right...
As my game is new puzzle based game, so it is mandatory to educate the player about how to solve a puzzle.
When i give a lot of text to read with next buttons, they said boring or hard game. I was arguing "dont say with out playing".
Yea how could any one play with out tutorial.And tutorial be so simple and explain the gameplay/
Then i end up giving a interactive tutorial.
My students are supposed to create a game screen in Photoshop. One of them wanted to do a character creation screen and needed a sample. I thought, 'Dragon Age II has a decent character creation screen.' So I hooked the PS3 up to the in-class TV, popped in DAII, and hit "new game."
What I didn't know was that, in spite of having three completed games, I couldn't skip any of the introductory content. Cut scenes and the introductory tutorial had to be played through (the former on mute since our campus stresses "professional language" and Bioware didn't get that memo). What seemed like forever later (but was probably only 10-15 minutes), the game finally let me out of the introductory tutorial so I could mock-create a new character as a demonstration. Although the students got a kick out of watching me annihilate Darkspawn during class time, it irritated the heck out of me.
How you make people do not skip tutorial by accident? My current game this happen a lot, the tutorial is mostly some minor messages during the first level, many players just keep pressing "enter" and skip it.
Second question: How you make players NOTICE data available? My game has a arcade version (literally), and I took it to a industry show of sorts, and obviously I stood near to answer reporters. Many times I got interrupted by gamers asking what a button do, only to me have to point it right on the side of the screen (I printed the controls in both sides of the screen, one side in my language, and the other in english). Resulting in some ankward sheepish moments for gamers. (and for me, that could not figure why they cannot see the thing in front of them and resort to ask someone else... in fact, many times I saw a person asking his significant other the controls, even if the significant other was not playing, and the significant other would quickly point the manual on the screen... thus obviously it was not THAT hidden...)
Or Else: Make part of the information glow when you want them to read it. Just don't make the glow actively interfere with their ability to read the screen. :)
Of course, this assumes the player can read. Or WANTS to. Some people ask for instructions in the presence of a person because asking questions is sometimes an end-run around tedious explanations. If they were by themselves they'd read the screen because there's no human presence distracting them from it.
The other kind of tutorial fail is where you can do the advanced skills in the first part, but those techniques don't register to the tutorial as successes until you do them the simple way.
Can you please provide 3 - 10 game tutorial examples that you feel reflect excellence?
Thank you.
That's for the first time you play the game. You find out that at the end of the tutorial you have the option of changing any/all of your stats before leaving the Vault and save the game.
This save game becomes the starting point of any new game when you wish to restart without replaying the tutorial.
They had the same principle in previous games from Daggerfall, Morrowind, Oblivion and I am sure Skyrim will also do it this way.
Half-Life 2 is a game that teaches you to play quite well in my opinion. HL2 firstly doesnt teach you to move, it assumes you can work this out yourself. However, it does teach you to navigate by immediately introducing you to a small section of mesh fences and small obstacles to avoid (no damage inflicted of course). The game also teaches you about physics by getting a combine to get you to pick up a can, although you dont have to follow instructions and put it in the bin you can just throw it at him for maximum satisfaction. What im trying to say is that HL2 although it teaches you to play the game, it does it in a way that doesnt feel like its getting rammed down your throat such as many tutorials in games do.
Super Meat Boy is perhaps my favourite example of a game that doesnt tell you how to use the given mechanics. As far as i cant remember, SMB doesnt specifically tell you even the controls (dont quote me on that though...). I distinctly remember SMBs intuitive level design being the reason i learned the mechanics and how to use them. I was presented with a platform, i learned to jump on it. I was presented with a large gap, i learned to run. I was presented with a wall, i learned to climb. etc etc.
I feel like many simpler games are getting lazy nowadays and tutorials are an excuse for lazy, poor or even missing level design. I may sound like a raving mad man, but dont worry i do believe in tutorials - jesus how else do you expect me to play StarCraft!