Do Games Still Need Tutorials?
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- čas přidán 12. 04. 2024
- You know that bit at the start of a game where they make you duck under something and then jump over something? That's kinda lame, right?
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Also, I didn’t realise until last night that at the end of GMTK’s video, he also mentions Mega Man X and shouts out Egoraptor’s video 😅. That was entirely a coincidence lol. Oopsies, my bad!
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the thing that annoys me the most with tutorials is when the tutorial message only stays for a limited time, with no way to repop it
so if you didn't understand at time what the game was asking you to do (especially on games in English when you are not a native English speaker), you can just restart the game and do 15 minute of tutorial that you have already done before untils you can see again what you miss
Before watching this, I'd say for complex, deep RPGs, yes, but for intuitive and easy games, now. I'll come back after watching it.
Edit: yeah, looks like it's not that simple. I agree with you
i'm going to make a game where you press space to crouch and control to jump
@drum49 that's absolutely wacky
This video made me remember the first time I tried MH Rise with my brother, the game had a tutorial of the first kind that teached the basics but at some point we realized that there was a lot of info on some mechanics that was only found out through the menus and we didn't realize this until much later, makes me think how some games with a lot of mechanics struggle with how to give these kind of info to the players
I feel like there is a need for tutorials to some extent. I also feel like for those who don’t want them should have the option to turn them off if players don’t want them.
The reason I say there needs to be some form of instruction is because game manuals are pretty much nonexistent today other than online guides and game wikis.
Not a big fan of the console versions of these games but one thing the console versions of Minecraft and Terraria was players were given the option of a tutorial or jumping right into the game.
I agree that we do need more invisible tutorials like we saw in Mega Man X.
Yo man I was thinking you dead
I think that if you do it Ur self is really cool and you enjoy more.
I think the gaming for a non gamer series is the perfect example of why we need tutorials. Razbuten illustrated in that series how much games already rely on you already knowing certain aspects of gaming which a brand new player wouldn’t know, making it difficult to get into gaming unless you know someone who could help you. Tutorials are an inevitability, and although the majority of players might be annoyed by them, to reduce or eliminate them would be doing a disservice to those who aren’t experienced gamers.
I like the idea of tutorials that only pop up when you fail or are stuck (as you showed in some of your examples of good tutorials), because it’s the best of both worlds. Experience gamers won’t be bothered by them at all and new gamers will be able to be taught all the intricacies of gaming But of course there’s no good solution for more complex games like civilization.
At risk of coming off as a contrarian... I actually LOVE tutorials, because I consider it to be a fun way to learn the game AND an interesting challenge to speedrun
I feel you're conflating MINECRAFT "not teaching you" with how the game was like when you first played it - nowadays, MIMECRAFT has popups at the top of the screen that tell you what to do; more specifically that you need to punch a tree in order to get wood
every time you get a new block, a new recipe is unlocked and you learn more ways to use the items you have in order to do other things. it's incredibly easy to miss if you're an old time player who had to rely on CZcams tutorials in order to know what to craft, but MIMECRAFT really fits into the 4th category nowadays
I think the problem with the idea of invisible tutorials as a catch all solution for all games is that it discounts games with such severely complex mechanics on the control level that it makes it extremely hard to intuitively understand.
There's an incredibly interesting GDC talk from the director of red steel 2 that I would really recommend watching because I think you might find it interesting, where they found that the games motion systems were so complex that despite the test versions they made having, clear, obvious tutorials the testers all had a lot of trouble playing the developers wanted them to play, regardless of whether or not they skipped past the text without reading.
The solution for such a new type of controlling a game they found was to introduce moves one by one, and force the player into an environment where they had to perform it multiple times after a box popped up playing a gif showing you exactly how to do the move, and this ended up solving the problem they had.
Otherwise I agree, good video.
They need tutorials and replayable tutorials so when I take a 3 month break I don't need to start over from the beginning to remember all the controls.
Since we're in the topic of tutorials, I'd like to drop my experience with Wo Long tutorial segment.
It went basically like this: Press RB to hit, you can backstab, do jump attacks and parry when enemy's red, got it? Cool, now kill this tutorial boss to proceed.
The boss, at least on launch, was EXTREMELY hard to beat, it would put any dark souls boss to shame, and im a flippin challenge runner, it took me and my friend hours to beat because, unfortunately for us, the tutorial boss was one of the hardest bosses of the game lol
Turns out you had to play as passive as possible to kill him, which doesn't fit the action heavy nature of the game
I love tutorials. especially the League of Legends one
Fuck you get an original comment for once
Tutorials are one of those things. When a game goes for it and teaches you everything naturally through things like intuition and causing incidental discoveries, that's amazing, but that's a waste of time for some games, it'd be boring if we all shared priorities. Another one of these things is elegance overal, doing a lot with very little etc., some games just ought to be complex, and it's fine if certain things only do one thing.
I don't usually wanna read walls of texts to grasp something kinda arbitrary, but a typical strategy game is gonna explain the rules and (preferably optionally) basic concepts and THEN the compelling thinking can start, sometimes that warrants quite some tutorializing.
At the end of the day, if I'm allowed to connect dots for myself, it doesn't matter too much whether or not that is built on the foundations of being told how stuff works, and basically all good games have at least a bit of expression. Having to trust players will figure things out can hold you back from depth, though of course skill ceilings can emerge from anything, and you can make it fun to go above and beyond.
Great video, never ever thought about it and laughed out loud when i realised the crouch part of tutorials, they're so dumb haha
What if we just make them optional like Demon's Souls does?
The funny thing is Doom 2016 did a better tutorial than Doom Eternal, even From Software games have done a great tutorial, Megaman X as well.
Tutorials should be optional to the player not forced. some of us learns better from playing the actual game.
League of legends has a tutorial that's how you know they suck 🤮