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Why Do We STILL Hate Tutorials?

203K views · Sep 2, 2023 · Gaming

Comments · 779

  • @ArchitectofGames · 3 years ago · pinned

    Okay, okay so listen to me really carefully okay? I need you to - and get this, really concentrate - press the A button, that&apos;s the <b>*A*</b> button to jump. Okay? You know what jumping is right? it&apos;s a small bit of vertical movement propelled by the legs. Got that? You sure? Okay here&apos;s ten bossfights in a row good luck : <a href="https://www.patreon.com/ArchitectofGames">https://www.patreon.com/ArchitectofGames</a><br>Did you get all that? Want me to explain it again? &lt;Yes, I did not understand it and would like to restart the video tutoral&gt; &nbsp;&lt;No, I did not misunderstand what you said and would like to re-commence the tutorial&gt; : <a href="https://twitter.com/Thefearalcarrot">https://twitter.com/Thefearalcarrot</a>

    433

  • @cftug · 3 years ago

    Stanley knew that the door on his left would take him to a tutorial, while the door on his right would take him straight into the action, where he would surely be eaten by a shark because he didn&apos;t know how to open his inventory and equip the shark repellant charm.

    1.5K

  • @ivanbluecool · 3 years ago

    Problem with tutorials like long running cutscenes that can&apos;t be skipped is they make a massive wall to the game. Pokemon constantly has a catching tutorial. You can fix this by just asking if they already know and move on for example<br><br>Kh2 is probably one of the worst ones where the entire first part is a full on tutorial that makes replays so annoying when you already know all the mechanics

    846

  • @elgescherwerauchimmer700 · 3 years ago

    To be honest I hate tutorials because most developers just stick a text box on your screen and call it a day

    968

  • @cherubin7th · 3 years ago

    IMO the worst is when it interrupts you or takes away your agency. I find it much better to give you the option to learn instead of forcing you to lean. Like in Metroid Prime you don&apos;t have to scan, but if you feel the need to you can scan enemies. Also many games are just too complex for no reason and constantly interrupt you with the next feature that gets introduced.

    219

  • @joelbossenga1407 · 3 years ago

    As someone who grew up reading manuals as a form of tutorial, I remember playing the first Starcraft and being blown away. &nbsp;It was so seamlessly integrated into the story that I thought &quot;this is the future of tutorials&quot;. &nbsp;Thank you for breaking down the different ways that good developers take the time and care to use a variety of methods to teach game mechanics. &nbsp;It really can make or break a gaming experience, and is often so underappreciated.

    55

  • @worthasandwich · 3 years ago

    Another important aspect is that a lot of learning tool can accidentally teach you the wrong lesson and ruin your experience. Early on in Fallout New Vegas I tried exploring and was immediacy and repeatedly killed for doing so. I internalized the lesson that &quot;I am not supposed to explore&quot; and the treated the game as linear and had a much worse time with the game for it.

    87

  • @JohnJRM · 3 years ago (edited)

    If only more games took Xenoblade X&apos;s approach of handing you a 100-page user guide on its combat mechanics. &nbsp;Some real innovation right there!<br><br>Jokes aside, the only tutorials that bother me noaways are (1) mandatory single-player tutorials for games I&apos;m ready to jump into co-op, or (2) menu tutorials that force you into certain choices. &nbsp;What if I don&apos;t want that skill as my first level up?!

    223

  • @rickwoods5274 · 3 years ago

    For internet points: &nbsp;After the first strike damage step, the 8/8 with double strike and trample didn&apos;t need to deal any more damage to its blockers, so it dealt all 8 to you in the next damage step. &nbsp;You thought making your creatures indestructible would mean that the trampler couldn&apos;t get through.

    11

  • @HikariMagic20 · 3 years ago (edited)

    Tutorial pitch for a horror game:<br><br>Given the option from someone else to refresh yourself with a manual. If you refuse the manual, then the person that was going to give you a refresher anyways (for their peice of mind or whatnot), gets suddenly killed and you get to react immediately to the content of the game.

    7

  • @ZedAmadeus · 3 years ago

    Shout-out to Rain World for teaching you how to jump and then basically telling you to go screw yourself lmao<br><br>Genuinely love that game

    368

  • @niofo7713 · 3 years ago

    honestly, my main grip with (unskippable) tutorials is that i tend to replay same game multiple times. like imagine that in total war games you spend every first 10 minutes in clicking through a tutorial on how to move your army and build your city, i&apos;d ragequit on my 2nd campaign. (also ah, those dark old days when the lost god prologue was the best part of warhammer 3, before immortal empires came out...)<br>i especially have problems with unskippable tutorials in rpgs, bcos those are games meant to be played multiple times. and for example dragon age origins had a good idea about it, they made multiple different origins, so that you can experience cool new backstory of your character, even if you don&apos;t need a tutorial on how to actually play. but for whatever reason they gave up on this very good idea and in da2 and inquisition you&apos;re back to slogging through the exact same sequence every time before you can get to the cool open world aspect. i can see the same issue with baldur&apos;s gate 3 tbh, but at least they had the decency to made that part pretty quick, bcos i bet it&apos;s going to get old fast.

    11

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