Katana314 said:
In the old days of PC gaming, manuals worked simply because people were willing to invest time in it, but they're not necessary now that our tutorials are smart enough to work with the player through a particularly easy learning part of the game. You know; the standard "crouch under the low barrier to learn the Crouch button" and stuff.
Be honest though - have those "particularly easy" sections of the game wherein the (usually mandatory) tutorial insults your intelligence by making you do painfully obvious things in contrived scenarios, have they ever actually been
fun?
I get it, modern game design is geared around ensuring that just about everyone who picks a game up will be able to see it through to the inevitable conclusion, but I hail from an era where finishing games was rare because they were bloody hard, so making me sit through the usual tutorial rigamarole for anything less complicated than a bloody flight simulator is only going to make me resent you for it. I know how to bloody well play video games - the
only thing I ever need to learn are the controls and the specifics of any unique mechanics a game might have.
Looking at what the designers of The Witcher 2 gave us, namely trial by fire in a bloody skirmish on a castle's walls, that is just
way the hell more fun than a series of contrived scenarios wherein all the individual gameplay elements surface one by one would have been (it was certainly a lot more fun than the corresponding tutorial from the original game was). Yes it was hard (there are difficulty settings for a reason, and it's not like there's some stupid achievement for never turning things down to easy until you get the hang of it), but it was hard in the sense that if you fail you really have no one to blame but yourself. It was genuinely refreshing to play a "tutorial" that would provide me with the information I needed but otherwise expected me to get shit done on my own.