Ezekiel said:
DoPo said:
Ezekiel said:
I'm beginning to feel like opening tutorials don't work. I forget, and then I can't go back. It also makes replaying a drag. I'd rather just have an organized appendix in the pause menu.
I think even worse are the post opening tutorials. The games, or at least mostly AAA games (and the ones that strive to be ones) love starting you in medias res. That usually means "hey, here is a battle - go for it" but then teach you how to do battle AFTERWARDS - "press this button to attack" and so on. Uh. I mean, come on - I should have already picked up the basics already from you putting me right there and
requiring me to use them. It's even worse if the story doesn't tie into it, either - you as an experienced fighter will be in a fight and then taught how to fight.
I'd just put a little question mark in the corner of the picture whenever something new is introduced. Or an i, for info. Then you press key i and the game takes you to the appropriate part of the appendix. No interruption unless you want it, and the experienced fighter doesn't suddenly look like a newb.
That is a pretty decent way to do it. I am playing
Kenshi right now and basically that's what they do. Any time a new thing opens up, you get a little tutorial popup on the side - you can click it and it will give you an explanation in a wizard-style messages. It's actually amazing - the popups are really unobtrusive and you can dismiss them if you want to. When it's something you need to know, it gives you 2-4 messages, each contains a small digestible piece of information and you then click "Continue" to go to the next one. It both prevents the player from being overwhelmed by a lot of information and you can just read 1-2, do something else and come back to the rest. You can also close the message and the thing would be minimized back to the side, so you don't need to waste screen space. If a new system is opened up to the player (e.g., crafting) you will be walked through how to find and use it by prompting you to click the appropriate buttons and only then you can click "Continue". However, the option is still there, just called "Skip", so if you think you don't need to do that, you can just press that and go to the next message.
It's unobtrusive, it doesn't overwhelm you with information, it shows up only when appropriate, it's pretty good. Another cool thing is that you only get the messages once, so, for example if you've played a while and start a new game, you don't get any tutorials until you encounter something new. Furthermore, you can reset the tutorials back from the options, if you so wish and you can turn them off entirely. The only improvement I can think of is being able to re-trigger specific tutorials after you've encountered them.
At any rate, another thing I like having is having a tutorial that is separate from the main game - that way you can play it if you want and learn the basics, or just skip it and go straight into the main game. You don't need to put everything in that tutorial, though, if the game has a lot of stuff going on, but it would be enough to cover the basics, like look, move, shoot, etc. as appropriate. As a nice bonus, it can serve as an additional world-building tool so you can actually show the main character (or somebody else) who is actually a rookie and being trained.
I thought of another game that did a cool thing with tutorials -
Second Sight. It actually tied it incredibly well with the game story and it served to more gradually introduce new stuff - the idea in that game is that you wake up and don't know who you are (I know, original, right), but as you play you start getting "flashbacks". Those are you receiving physical training which shows you stuff like climbing, crawling, jumping, etc. You basically play a small tutorial level that that shows you some moves and then you get to the next level in "the present time" and you get to use that knowledge, as you start finding obstacles that need those skills. It was really cool especially since it worked within the context of the game, too.