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Tody’s Take: Please God, Stop The Tutorials

Tody’s Take: Please God, Stop The Tutorials

After attending the Cape Town Prototype 2 launch event this past Thursday night, and getting to play the game, I stumbled once again upon one of the things that I can’t stand in modern gaming. Tutorials. Now, I had a great deal of fun playing Prototype 2, but that was only after the first twenty or so minutes when the game finally stopped with the introductory tutorials. But this isn’t about Prototype 2, it’s about games in general because almost all of them are guilty of this evil which threatens to destroy the IQ of the entire universe. No really, I’m quite serious. Tutorials are the reason I’m bored at the beginning of a lot of games rather than excited, they’re the reason I can’t enjoy the freedom to experiment and learn the game in the beginning, they’re the reason why certain interesting mechanics become redundant at the start of a game, and they’re probably the reason why KFC cancelled the Double Crunch.

I’m deadly serious, so let me head into this column and discuss why tutorials need to be destroyed.

In today’s gaming, one of the things that annoys me the most is how serious developers take the idea of “making things accessible to newcomers”, so much so that I feel certain games actually undermine my intelligence, and in many ways their own logic. The worst of it occurs in sequels. Let’s take Prototype 2 for example. Chances are that you would be playing it since you’re a fan of the original game. So why then, does the game open with a twenty minute introduction teaching you the very same mechanics you spent the entirety of the first game using? Let’s look at Assassin’s Creed: Revelations, since the screenshot above is from that game. It’s the fourth game in the series, but it opens by showing you how to move, use the camera and climb walls, and how to perform basic combat. Really now, if you haven’t played the first three games in the series, what on earth would you be doing playing Revelations? I’m completely fine with in-game help and the option to take tutorials, but I hate it when they’re forced onto players who are completely familiar with the game they’re playing.

The idea of these compulsory tutorials is completely contradictory to getting fans hooked onto a game, and selling a game to you. What exactly am I talking about? Well, in today’s world, games go to such incredible lengths to market themselves to gamers, yet it makes no sense to me why those same games do not try and sell themselves to gamers during the early hours of the game. There’s an almost obsessive tendency for sequels to start right at square one, which may work nicely for newcomers, but it doesn’t help people like me who want to get immersed straight away and immediately discover, or rediscover, why we’re playing the game in the first place. For example, the ideal and best way to start a sequel for me would be the way God of War III began, where the game basically said, “Right bitch, you’ve played the first two, and you know what it has been building up to. So man up and go kill this giant water God.” I was completely sold in the opening sequence, and my excitement levels were sky high as the game incredibly set the stage for an epic scale boss fight as your first welcome to the game. Now that’s awesome. However, regarding any game, that is not a sequel, an example of what I consider a great start is incidentally the opening sequence of the original Prototype. You were thrown straight into a massive battle between the military and the infected monsters, your character was powered up and you were free to raise hell and enjoy what the game did best for a short while.

Let me give you the following analogy to illustrate my main point. Take a look at the immensely popular and incredibly awesome movies, Batman Begins and its sequel The Dark Knight. The former slowly introduced you to the character of Bruce Wayne, took you right to Batman’s origins, showed you how he grew up to become the caped crusader, and painted a clear picture of what motivated and drove the character. And that’s all great, and thoroughly entertaining and immersive the first time around. But then The Dark Knight came along, and rightfully took for granted that you had watched the first one, so it threw you straight into the mix, assuming that you were fully equipped with the necessary knowledge to go into the movie, and it immersed you straight away into the new world, fully taking advantage of its new toys and creative freedom. Now, let’s take a look at the flip side. Imagine that The Dark Knight had started out with twenty minutes of recapping, showing flashbacks of the first movie to enlighten you on what’s going on. I can’t say I would have enjoyed that, personally. I think my excitement levels would have plunged down to a level of mellow or even below. Look, I know games and movies are very different ball games, but it’s the principle of the idea of “slow-walking” that I’m trying to make clear.

That’s about the gist of what was on my mind since the Prototype 2 launch event. I really dream of a world where tutorials aren’t compulsory monsters that slow-walk you through the opening sequences of games, exhausting cool mechanics you’d much rather want to experiment with for yourself and making you perform boring, lifeless tasks multiple times as though you’re incompetent. I think most gamers would much rather have their game start off with a bang, or have the tutorial feature as either an optional thing on the side that is integrated into the game seamlessly. A great example of this, off the top of my head, was in last year’s Deus Ex: Human Revolution, where tutorials were entirely optional and popped up on the screen at set points in the game, prompting you whether or not you’d like to view a short video tutorial to explain one of the game’s mechanics. They didn’t interrupt gameplay, as they rather nicely chose to appear in the corner of the screen, and you could either ignore them completely, or view them, and that’s what I loved about the game. It didn’t assume you were a child incapable of figuring things out on your own. It allowed you the freedom to play the game and learn for yourself.

That’s what I would like to see more of. It may seem like a minor issue to many, but for me mundane and compulsory tutorials take away a lot of the initial excitement I have for a game. A lot of the initial magic for me in a game is in figuring out how things work and learning for myself how to play, and what I can and can’t do. I love that aspect – the freedom to explore the game’s mechanics and test them for myself. But compulsory tutorials take that element away, forcing me to do things in one way and one way only, reducing the magic, treating me like I’m incompetent and taking me out of the experience. When I play a game, I want to be sold within the first hour or two at most. I want to know that I’m playing this for a good reason. And when I head into any sequel, I should be made to feel as though I’m already prepared to jump in and take on a new experience in a familiar world. That’s what I want.

That doesn’t mean that I always want to be thrown into the deep end. It just means that I don’t want to feel so restricted at the beginning of a game, and I want to have my own experience.

It just means that I want compulsory, boring tutorials to die. Painfully.

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Name: Azhar Amien
Location: Cape Town
Position: Editor, Reviews

  • http://egamer.co.za/author/cavie Caveshen “CaViE” Rajman

    Okay at first it started off sounding as if you were just throwing your toys out of the cot because Prototype 2 had an overly long tutorial, but you brought it around nicely and actually made some very valid points.

    I do however think that you’re looking at it from the wrong perspective.

    Tutorials are necessary. Regardless of how many games came before the game you’re playing. Even Assassin’s Creed III is going to need a tutorial, as will Mass Effect 4, Dragon Age 3 and even Batman: Arkham Galaxy. Whether it’s to refresh the player’s memory and get them familiarised with the controls once again, or to teach new players about the control system for the first time, a tutorial element is absolutely necessary always.

    However, the execution is where it gets interesting.

    Let’s look at a few other examples not mentioned by you.

    The Witcher 2 drops you straight into a prologue (talking about the version before the Dark Edition patch was released) that only shows a few windows on the side and leaves you to figure out the rest thereafter.

    The Grand Theft Auto games feature a series of missions early on that introduce you, one at a time, to various elements of the game such as the driving, shooting and climbing / platforming.

    On the flip side again, Dragon Age: Origins throws huge walls of text at you explaining various elements as if you already know what they’re talking about, and leaves you to figure out the rest during your Origin story.

    Finally, everything Valve has made, ever.

    On the latter, that is how I feel tutorials should be done. Perfect execution involves implicit execution; the ability of a game to teach players without the players realising they’re being taught. Think about the first time you played Portal, through the first few levels where you first jumped through portals, moved cubes around, got a portal gun which only shot blue portals, then got the full-powered portal gun, at which point you were familiar with the way the game played. Did you even realise that half the game was basically an extended tutorial? Again, think of Half-Life 2 when Alyx gives you the gravity gun and you play catch with Dog in their backyard. Did you realise that THAT was a tutorial level? It was, you know.

    Tutorials are essential and execution is everything. Unfortunately most developers, though realising the essential nature, are either too lazy or too short for time to build some really epic tutorial elements a la Valve or Rockstar, so instead they tack on a quick introductory tutorial that forces players to learn EVERYTHING at the start, and good luck to them after that.

    Yeah.

    Also, related to the quip about movies, I don’t recall watching a sequel where twenty minutes were spent recapping the events of the first movie. But I see your obvious Batman fanboyism there. Stark, son. Stark.

    • http://egamer.co.za/ Azhar Amien

      Great comment, Cavie! But as always you have the strange ability to misread or get the wrong idea of my points? ;D? <3 Although I'm glad you noticed I'm not angry about Protoype 2's opening sequence, it just got me thinking about tutorials in general and, as you said, the execution of them.

      With your first point, I fully understand the necessity of tutorials. I didn't say they should be removed, as I fully support in-game help and *optional* tutorials. I was speaking out against compulsory tutorials. I almost never need to be reminded how to play a game I've played before. Heck I went into the Witcher 2 knowing nothing but loving the feeling of figuring out how to play. The only thing I looked up was what some of the spells did, but part of the reason I absolutely loved it was that I could ignore the tutorial and try and test the game for myself. I like to seek help when I feel I need it, I don't like it being forced.

      The Witcher 2 is an extreme, and I did conclude by saying I don't mean I always want to be thrown into the deep end. I just don't want to go through restricted, compulsory tutorials when I'm already fully familiar with the game. Grand Theft Auto has some of the worst examples of tutorials. It's great that you start out as a nobody, but no matter how many games are in the series, you always have to learn how to drive, how to fix up your car, how to park, how to eat a sandwich – every single time, despite the mechanics behind it undergoing no change, which is why it should be optional.

      I completely agree with you about Portal. That's why I loved it. The game was showing me the intro, but it allowed me to figure out the rules, and solve things on my own. It didn't tell me *exactly* what to do and exactly *how* to do it, and give me no freedom to experiment. I love the Witcher 2 and Dragon Age: Origins (note: NOT Dragon Age 2 :P) because they allowed me to make mistakes and learn from them, as well as explore the game for myself.

      Yes, tutorials are necessary, but I feel execution is seriously lacking. Players who already know what they're getting into shouldn't have to be taught the same mechanics all over again if they're already familiar with them. It should be optional.

      Take Prototype 2 for example. You should be able to turn "tutorials" off, and then instead of the game saying "walk up behind that dude and consume him" and you have to do that, it should simply say "Find a way to infiltrate the base" and let you figure it out. Not exactly that, but something to that effect.

      As for the last point, really Cavie obviously no movie takes a twenty minute recap :P I was simply putting the analogy forward that I don't enjoy taking a twenty minute recap of how to play a game I already know how to play, seeing as how I completed the first one.

    • http://egamer.co.za/author/cavie Caveshen “CaViE” Rajman

       The option to turn off tutorials feels almost like a feature in some other games. It’s strange then that others force you into them.

      I know I quite appreciated how the first two Gears of War games offered you the choice straight up of either taking a quick tutorial or jumping straight into the action. I appreciated that option being masked as an in-game choice that the player must make.

      I suppose the consensus is as long as it doesn’t interrupt or delay the flow of the game then it’s alright. I quite appreciated tutorials in some games that were sequels. Crysis 2 instantly pops to mind here, but I’m sure there are other, better examples also. No, not Arkham City. :P

    • http://filesharingtalk.com/ SonsOfLiberty

       Witcher had a very very nice tutorial yes it’s there, you have to start the tutoril, where start on a dock it’s all one big tutorial :) and Prototypes 2 was pretty good, so I agree with ya, I like them exsepcailly on new games or new IPs, since some are too cheap cough Mass Effect 3 to even ship a game manual with the game.

  • Khan_kok

    I’m actually really glad with a good tutorial, as long as I can skip it when the need arises. I replay a lot of my old games and since I don’t stick to a particular genre the controls are always different from one game to the next.
    Also I have a tendency to forgo the first iteration in a gaming series, buy the second one and than wait until another jewel in the series pops up. As is the case for me with Assassin’s Creed. I don’t own Prototype 1 but 2 is on my buy list. So again a tutorial is highly appreciated. 

    • http://egamer.co.za/ Azhar Amien

      I fully understand this, and I agree with you. I’m in no way opposing the idea of tutorials and in-game help, but I feel it shouldn’t be compulsory for those gamers like me who can easily get back into the swing of things after a few minutes, and who prefer to dive straight into the experience and figure things out without extra help. I just feel the magic gets taken out a bit if you’re made to repeatedly do something in a specific way without getting the freedom to explore it for yourself.

  • 3shitty

    not everyone is smart like you 

    • http://egamer.co.za/ Azhar Amien

      Hahaha that’s not the point :P I’m kidding. It’s just about being familiar with the game already, so you shouldn’t have to learn it all over again.

  • Axe99

    I kind of agree, but part of the issue with compulsory tutorials is the design.  MGS 2 had an exceptionally fun (and a little challenging, depending how you played it) tutorial section – hell, the boat section at the start of the game is one of my favourite bits.  Medal of Honour: Frontline (2002 – PS2/Xbox/GC) dropped you on Normandy with MG nests shooting at you and all hell breaking loose.  Both were compulsory, and both are amongst some of the more memorable levels in console gaming.  The introduction to Bioshock, as well, while slow, was perfectly paced for the game, and equally compulsory, and fun to re-play.

    When they’re compulsory and done well, they’re the best way to do things.

    However, if the story arc of the game doesn’t allow for an interesting compulsory tutorial, then put it off to one side, make it non-compulsory, and leave it at that.

    On the side, you should really change your heading.  Tutorials _have_ to stay (unless you want core gaming to shrink in size, in which case you’ve got rocks in your head) – but poorly-done compulsory tutorials are an issue.

    • http://egamer.co.za/ Azhar Amien

      Hahaha I admit my original title for the heading was something along the lines of “tutorials needed to be changed”, but I wanted a more catchy header that would make people read the article, since it’s short :)

      See, I completely agree with MGS 2′s and BioShock’s tutorials. But in both those games, you weren’t forced to do anything. You weren’t told exactly what to do, when to do it, and how to do it, or made to repeat it. Once the intro movies in MGS2 were over, you were pretty much left to infiltrate the tanker on your own. And from the moment you were alone in the waters in BioShock, you were pretty much immersed into the experience already.

      Let’s not confuse prologues with tutorial sections. They’re separate, but they should be integrated well and work well together. The best kind of tutorials are, as you said, integrated seamlessly into the experience and subtly educate you, or allow you to figure it out for yourself. The worst kinds of tutorials make you feel as though you’re incompetent by spoon-feeding you and forcing you to do exactly what the game says.

      For me often the most important “seller” of a game is the beginning of it. If I don’t like the first hour, chances are I’ll have a bad impression of the game already.

  • Yashaar Mall

    the trick is to make the tutorial subtle, as Cavie suggested. Make it an engaging part of the story. Don’t make it a, ‘OH LOOK PRESS X TO SHOOT!!’ type of tutorial. Just as you said, its probably safer to make it optional. At least then you don’t ruin the experience of the game.

  • Uberutang

    Completly agree. They should be optional. I just finnished ac r and to me it felt like 90% of the game was a tutorial. It was all hand holding, right up to the end.

    There should be a ‘leave me alone, I will ask if I need to’ option.