I hear a lot about frustrating, unskippable tutorials. What games do a good job at teaching you what you need to know?

@[email protected]
link
fedilink
English
218M

Is this where we bring up the old Mega Man X Sequelitis video again? Chances are the best tutorial is the one you don’t even realize is a tutorial. There was also a trend that I first noticed around the time of Gears of War where the tutorial would not only be built into the story so that you wouldn’t feel like it was chore, but they’d also give you the opportunity to just skip it.

@[email protected]
link
fedilink
English
428M

There’s a lot of videos and articles like this one discussing how Stage 1-1 of Super Mario Bros for the NES is a cleverly designed tutorial for the core game mechanics.

@[email protected]
link
fedilink
English
48M

Yeah, this is still the GOAT 🐐.

catalyst
link
fedilink
English
788M

The original Portal game does a good job of this. The first several puzzles are essentially tutorials that still manage to feel fun and interesting.

Dizzy Devil Ducky
link
fedilink
English
178M

A lot of the game before you escape the testing track, minus maybe the point you are told about momentum jumps, feel like one big tutorial without even realizing you’re in one. It’s done very well.

@[email protected]
link
fedilink
English
78M

When I played through Portal in dev commentary mode, I was surprised at the time to realize they’re basically trying to teach you things through the whole game (or at least heavily signpost). Made me realize a lot about game design, and design in general.

@[email protected]
link
fedilink
English
16
edit-2
8M

I’m here to say Portal as well, specifically because, once you really look for it, you realise that about 90% of the game is tutorial. Like, seriously, basically everything leading up to “The cake is a lie” is teaching you the skills you need for the final sequence. It’s a massive tutorial followed by one level of actual game, and it’s beautiful, precisely because you don’t even notice that the tutorial hasn’t ended.

defunct_punk
link
fedilink
English
148M

Portal 2 imo. Stephen Marchant makes everything better

@[email protected]
link
fedilink
English
158M

Portal 2 has the best introduction to jumping controls of any tutorial in existence.

Flamekebab
link
fedilink
English
48M

Apple

@[email protected]
creator
link
fedilink
English
78M

Stephen Merchant.

Correction not to be an asshole, but because looking up Stephen Marchant brings up a different human

@[email protected]
link
fedilink
English
188M

Outer Wilds has a very elegant diagetic tutorial in the form of a museum and, well, a training ground, whole game is really a multi layered tutorial with scaling level of complexity.

@[email protected]
link
fedilink
English
18M

Came to say this as well :)

Auster
link
fedilink
28M

In my opinion:

If memory serves me right (as I played the game a while back), Shantae and the Pirate’s Curse’s intro stage acts as a tutorial, but it’s so seamless to gameplay and story that it barely feels like so. Iirc, also same for Valkyria Chronicles 4’s first mission.

And that I remember better due to playing relatively recently, Final Fantasy VI and Catherine’s tutorials are well integrated to their games’ specific flows, the former being a series of NPCs you talk to, something you already do a lot in the game, and the latter being quick, straight to the point and given like it is a normal part of the narration and the increasingly frenetic (for a puzzler) gameplay.

And also if memory serves me right, Dirge of Cerberus and Outlive both have optional missions in their main menus that act as tutorials, that don’t feel like a chore, and that if you ignore them, the game is still sufficiently manageable.

@[email protected]
link
fedilink
English
178M

Breath of the Wild. It’s integrated so smoothly you don’t even realise it’s a tutorial. It seemlessly transforms into regular gameplay.

Novaling
link
fedilink
English
88M

My mom really though the Plateau was gonna be the entire game lol. When the game gave her a paraglider she was like “oh there’s gonna be more?”

VindictiveJudge
link
fedilink
English
78M

I think the Great Plateau is roughly the size of OOT’s entire world, so if she only played classic titles that may feel reasonable.

@[email protected]
link
fedilink
English
08M

Maybe it’s not a bad tutorial, but it is long and slow.

missingno
link
fedilink
48M

Them’s Fightin’ Herds has one of the best tutorials in the fighting game genre, but on top of that it also has a story mode cleverly designed to act as a second tutorial. Enemies and bosses are designed you on specific concepts like anti-airing or getting past zoning. It even has platforming segments to get you used to fighting game movement.

Sadly, the published pulled the plug so chapter 1 is all we’ll ever get. But that chapter 1 is still better than any other fighting game singleplayer.

Dizzy Devil Ducky
link
fedilink
English
188M

Technically I don’t think there’s a tutorial level per say as much as there is a tutorial set of levels, but Baba Is You.

The game starts off with only the controls on how to move and teaches you about how you can change the rules of the level to beat it if it isn’t possible normally, without explaining anything. Just from you exploring and testing different things. The only other time you’ll ever see any other form of level hint is maybe in the level names or if you end up in a position where you have to undo or restart the level from breaking the " [ object ] is you " rule in some way.

@[email protected]
link
fedilink
English
58M

Amazing game. I remember hearing folks describe it, before I ever played. I couldn’t get my head around the concept. Then you play, and all the rules just make sense.

themeatbridge
link
fedilink
English
128M

The one that sticks out in my mind is the original BioShock. Spoilers if you haven’t played it.

Bioshock

The first thing that happens is a voice over the intercom asks, “Would you kindly pick up that weapon.” And of course you do it, or the game does not progress. The voice is very polite and resonable, helping you navigate this dank maze of horrors. “Would you kindly open that door?” “Would you kindly kill that monster?” The calm manners contrast starkly against the modern horrors you’re experiencing in the game. Of course every request seems like a great idea at the time, and of course the game ends if you fail.

Then halfway into the game, you finally meet the man behind the voice and he explains that you are a mind-controlled slave, conditions to obey any command that begins with “would you kindly…” He’s trying to destroy the tyranny of the system and commands you to kill him, sacrificing himself to free you from the control phrase. The “tutorial” seemed like it was just helpful instructions, but you didn’t really have a choice, did you? The majority of players just followed those instructions without question, never considering whether they were good choices or moral actions. And could you say no? Without the wrench, you can’t survive the first attack. Without opening the door, you remain in the first room forever. Your world is pre-ordained and tightly controlled. How much free will do you have in the game and outside of it? At what point do you stop making decisions and start following orders? And when can you stop again?

@[email protected]
link
fedilink
English
28M

I was going to mention Bioshock too, but what I love about it is the voiceovers never pause gameplay. The worst tutorials are the ones that make you sit through cutscenes that are longer than you want to sit through.

@[email protected]
link
fedilink
English
28M

I hate to break it to the both of you but… that’s not a tutorial.

@[email protected]
link
fedilink
English
98M

Blood Dragon. Best tutorial ever

https://www.youtube.com/watch?v=pNW1Ob3EczQ

@[email protected]
link
fedilink
English
28M

I mean, I’ve never seen a game need to give a pop up that needs to be closed for jumping and looking around.

thisisbutaname
link
fedilink
English
58M

Love that the protagonist is as annoyed by it as the player

HubertManne
link
fedilink
English
58M

cyberpunk was nice. It had both an optional that really specifically laid things out and then in addition the first gig more casually does it. I seem to recall harry potter being so integrated that I can’t remember it. I find a lot of games just sorta give popups that you can say stop to and then it basically just starts simple so you can learn the stuff without it seeming much like a tutorial. skyrim is sorta annoying in that its unskippable and you can’t do a save before locking in a race that is after it like you could with oblivioun. So they went a bit backwards. Elden rings was completely skippable but it was also just pants. The tutorial is crazy easy compared to most games and does not prepare you at all for the brutal real game. Baldurs gate was unskippable but its pretty fast and did not really feel aweful to redo as its much like any quest in the game.

@[email protected]
link
fedilink
English
5
edit-2
8M

The first level of MegaMan x and good springs in fallout: New Vegas are really good examples of how to convey info to the player about how the game works and what you can do without pulling you out of the game itself into a separate tutorial

@[email protected]
link
fedilink
English
108M

Dark Souls since it doesn‘t stop you in your tracks much. I dislike tutorials that stop you and make you read walls of text or force you to input/click exactly what it wants you to.

@[email protected]
link
fedilink
English
68M

Dark Souls has a good tutorial because it lets you skip it? That’s your bar for a good tutorial?

Souls games are terrible at even explaining what the buttons do. Every blind lets play I’ve seen it is like 30 minutes before the player even discovers they have estus or what it is for.

@[email protected]
link
fedilink
English
18M

If I don’t want to play the tutorial and I get absolutely blasted, then I gotta walk my sorry self back to the tutorial like the idiot I chose to be. I like to press all the buttons and figure stuff out on my own, its part of the exploration process.

I don’t hate when certain gameplay elements are forced, but when I am given that impression I expect the whole game to be like that. The tutorial in Dark Souls promised me the game wasn’t going to hold my hand the whole time by letting me completely skip the tutorial, and then it kept that promise. It didn’t hold my hand. And I think that was great. Meanwhile Call of Duty tutorials hold your hand the whole time, and then your hand keeps getting held for the whole game. Also good.

The tutorials I think are bad are ones that fail to properly communicate important features of the game. If I choose to skip that part it is no fault of the game.

For example, Helldivers 2, which I enjoy greatly, has a tutorial that fails to teach the player what the Galactic War means, anything about the various mission types, or especially how to deal with supply lines and reinforcement routes. What happens in the players spend a lot of time and effort doing the wrong thing expecting the right result, a result they can never achieve because the game never actually told them how to do it. There isn’t a bestiary where players can read about various enemies and their weak spots, you just have to trial and error figure it out, or have someone else that did that already tell you.

@[email protected]
link
fedilink
English
38M

Yes, I prefer a game that lets me figure things out on my own through gameplay instead of popups. You are (arguably) forced to engage with the game‘s mechanics to beat the level, it has parries, environmental hazards, ambushes all in it without huge punishment in case of failure. I take the aha moment of using estus over „press square to heal.“ I‘m aware that others might need more guidance, but I didn’t and hence it‘s a great tutorial for me.

I wouldn‘t mind replaying the tutorial even now after having done it dozens of times already. It doesn‘t feel like one, I’m already playing the game and having fun, immersed in its world. So my bar is: The best tutorials don‘t feel like tutorials at all.

Goodeye8
link
fedilink
English
48M

I was coming here to mention Dark Souls. It’s an excellent example of how to make a tutorial not feel like a tutorial. Either you take the time to understand what the game is telling you or not, up to you. Don’t care about going through the entire tutorial area? Just beat the boss and start the real adventure.

Silverchase
link
fedilink
English
148M

I want to shout out Left 4 Dead’s game instructor for smoothly teaching new players the game even while they’re playing with others. Get more ammo here. Use adrenaline to do stuff faster. Give Nick your pills. Rescue is coming - defend yourself! Then, once you’ve played enough, the help messages gradually become less frequent.

I’ll also shout it out for being my favourite implementation of HUD markers in any game. The icon pulses into view close to your crosshair, then flies over to the thing it’s pointing at. If it goes off-screen, the marker returns next to your crosshair, with an arrow indicating which direction to look in to see it again. A lot of other games have marker icons just suddenly appear at the spot and they crawl along the edge of the screen if the item is off-screen. The way L4D does it really draws my eyes.

@[email protected]
link
fedilink
English
28M

Hopefully once HL3 is released we get a L4D3

@[email protected]
link
fedilink
English
48M

absolutely not Warframe.

@[email protected]
link
fedilink
English
28M

Yeah haha. They made the tutorial slightly better nowadays, but your still getting thrown in the deep end after the Vor quest line.

Create a post

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Rules

1. Submissions have to be related to games

Video games, tabletop, or otherwise. Posts not related to games will be deleted.

This community is focused on games, of all kinds. Any news item or discussion should be related to gaming in some way.

2. No bigotry or harassment, be civil

No bigotry, hardline stance. Try not to get too heated when entering into a discussion or debate.

We are here to talk and discuss about one of our passions, not fight or be exposed to hate. Posts or responses that are hateful will be deleted to keep the atmosphere good. If repeatedly violated, not only will the comment be deleted but a ban will be handed out as well. We judge each case individually.

3. No excessive self-promotion

Try to keep it to 10% self-promotion / 90% other stuff in your post history.

This is to prevent people from posting for the sole purpose of promoting their own website or social media account.

4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

This community is mostly for discussion and news. Remember to search for the thing you’re submitting before posting to see if it’s already been posted.

We want to keep the quality of posts high. Therefore, memes, funny videos, low-effort posts and reposts are not allowed. We prohibit giveaways because we cannot be sure that the person holding the giveaway will actually do what they promise.

5. Mark Spoilers and NSFW

Make sure to mark your stuff or it may be removed.

No one wants to be spoiled. Therefore, always mark spoilers. Similarly mark NSFW, in case anyone is browsing in a public space or at work.

6. No linking to piracy

Don’t share it here, there are other places to find it. Discussion of piracy is fine.

We don’t want us moderators or the admins of lemmy.world to get in trouble for linking to piracy. Therefore, any link to piracy will be removed. Discussion of it is of course allowed.

Authorized Regular Threads

Related communities

PM a mod to add your own

Video games

Generic

Help and suggestions

By platform
By type
By games
Language specific
  • 1 user online
  • 363 users / day
  • 975 users / week
  • 2.01K users / month
  • 5.83K users / 6 months
  • 1 subscriber
  • 8.41K Posts
  • 176K Comments
  • Modlog