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The Designer's Notebook: Eight Ways To Make a Bad Tutorial
 
 
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  The Designer's Notebook: Eight Ways To Make a Bad Tutorial
by Ernest Adams [Design]
32 comments Share on Twitter Share on Facebook RSS
 
 
June 14, 2011 Article Start Page 1 of 3 Next
 

[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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Comments

Ronildson Palermo
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Hey, it's always nice to read from Ernest Adams. These will definitely go into my review later tab. Appreciate the article.

Martain Chandler
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Name more names!

dario silva
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Little League World Series baseball for the Wii had one of the worst tutorials ive ever played. It basically forced the player to do every technique right in a sequential manner. It didnt help that the game didn't explain the moves well, so even as a 26yo game vet i could not pass the tutorial sequence.

Glenn Storm
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Designer's Notebook articles are always valuable. Thank you, Ernest.



Gem:



"If the player fails at the tutorial, then clearly the tutorial itself has failed."

E Zachary Knight
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I think I would add another one to the list.



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.

Aaron Truehitt
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That is the absolute worst! Mostly JRPGs do this I think. Now they do explain the basic fuctions at the beginning, but like you said, 20 minutes later you reach a save point that has [Tutorial] on it. You click that for the most boring, prolonged tutorial ever. I remember Star Ocean 4 had something similar. You were thrown to a battle chamber and given a large box with multiple tutorial options. It was such a drawn out process and honestly I skipped it midway because I just didn't care. I just wanted to play.

Craig Page
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I think it would be a lot of fun to patronize and humiliate the player. If you go all out they'll think it's funny, or if you irritate them you can let them kill the tutor at the end of the tutorial as revenge and they'll enjoy it.

Mark Laframboise
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Case in point: Portal 2



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.

Alex Hogan
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For a *great* look at a tutorial that I feel was done absolutely right, check out the new tutorial games in League of Legends.



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!

Mika Benjamin
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The one that really bugs me is the one that makes you have to complete the entire tutorial in order to continue playing. WHY? All I can say is why.

Brian Bartram
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case in point - every Rockstar game. Putting the tutorials in the upper left of the screen, a big paragraph of small text, which I'm expected to read while driving at 120 mph on a critical story mission. They've done it on just about every game they've ever released. fail.

Adam Bishop
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Oh man, I hate this too. I have no idea how that got through testing.

James Hays
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Or the tutorial where you press F1 for help, and it fills the screen with tiny white letters ON TOP OF the already complicated GUI behind it. Add some sort of emergent gameplay you need to pay attention to in addition to the complicated GUI and that's a horrible mess.



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. :)

Joel S
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Another bad one: Teach them the wrong things. Restricting abilities (ie: disable jump while you learn movement) in order to teach you one thing at a time teaches the player they cannot do those other things.

Simas Oliveira
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That's really terrible. One of the early Splinter Cell games had this kind of nonsensical restriction. I remember vividly because of this:



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...

Jamie Mann
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I think we need another no-twinkie example: making the tutorial harder than the actual game.



The original Driver on the PSX is a prime case in point...

Darcy Nelson
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I felt the same way about the group maneuver in Star Fox, where you had to align your arwing (R-wing?) with the silhouette in order to learn to fly. It was pretty frustrating when I played it as a kid.

Alex Beckers
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Humiliating the player: One of my most memorable tutorial experiences was in Blitz: The League on Xbox. I was trying to figure out the passing mechanic in the tutorial and not having much luck, and after my third or fourth successive failure the tutorial VO yelled, "Wake! The fuck! Up!" I'd never had a tutorial swear at me before, it really opened my eyes that this was NOT going to be a typical sports game.

Jean-Michel Vilain
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Well, your game may contain learning elements but they should'nt be labeled "tutorial". Perhaps the mistake is to distinguish between a game and a tutorial. For lots of multiplayer games, a good campaign IS a kind of tutorial. The learning process has to be present in a game. And like every features, it's the designer's task to make it as attractive and elegant as possible.

Joe Cooper
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I tried this on my first "released" game, which I just put on iTunes, so far the only response was a person baffled that he couldn't figure it out. I took every step to make it brain dead simple and gradually introduce things and it worked on some people, but a formal tutorial it seems is also necessary if I'm going to make this tutorial optional.

Francisco Javier Espejo Gargallo
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I still think that there's no need for a tutorial. There's need for simpler games, at least at the game start. I come from the 8 bit era, and I think that all of these games did not introduced you into the game and did better than actual games putting the player into the game world and make him feel like they we're in the game world. I think that the game objective must be clear, because the theme is important so players can choice whether to buy your game or not, but let them discover the game world functionality.



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!

Alan Jack
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I think what we're tending towards is a situation in which the tutorial exists, but is imperceptible to the user. It should feel like an opening sequence, or an introduction ... if the player stops and thinks "okay, its not time to have fun yet, I have to learn this shit first" then something has gone wrong.



After all, play is learning!

David Fried
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Or perhaps we're destroying the joy of discovery by forcing the player to learn stuff rather than just playing.



What was Minecraft's tutorial again?

Right...

ponniah Paruthi
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yea, I had also experineced the same problem, especially when you create a new concepts

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.

Matt McLean
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One thing that I always find troublesome as a player who is sometimes months between play sessions: not being able to easily access a tutorial to remind myself how to play the game. Some games are easier to come back to than others, and I love exploring and experimenting, but sometimes I'll return to a title and have to make a lot of mistakes in order to remember what I'm doing.

Jeanne Burch
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Here's one for "force the player to take the 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.

Maurício Gomes
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I have two questions:



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...)

James Hays
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Several games I've seen give you a button you can press to bring up the tutorial, just in case you need it later on. You don't have to put the reminder on the screen and keep it up. Just give the player a hint or two that keeps changing as they're entering the game and they'll tend to remember it later on.



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.

James Hays
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I've run into a couple tutorials where the advanced techniques you learn in the second part of the tutorial don't even work in the first part! So every time you start a new game, the tutorial breaks down your advanced skills before it will allow you to get to the point where those skills can work.



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.

Margaret Johnson
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As you point out - there is mostly criticism (and great advice!). Can we cement your feelings with specific examples?



Can you please provide 3 - 10 game tutorial examples that you feel reflect excellence?



Thank you.

Gerard Gouault
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The Elder Scroll games. Take Fallout 3 for example. The tutorial is also a character creation and part of the story. You start in the Vault and the first question is Boy or Girl. You then proceed to learn all the other controls and create your full character.

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.

Joe Kinglake
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Although i pretty much agree with you on almost every point here, the one i feel compelled to disagree with is the point you raised that all games need tutorials. Although i completely agree, complicated games such as simulators and the like are in need of tutorials that specifically tell you what things do, how and hell, even why sometimes! But my issue is that not ALL games need tutorials.. Or at least tutorials as we know the word.

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!


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