Assassin's Creed III isn't shy about its tutorial

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Tuesday, November 13, 2012
EDITOR'S NOTEfrom Eduardo Moutinho

Complex titles like Assassin's Creed III need intricate tutorials. The key for developers, however, is to find just the right balance of handholding and do-it-yourself gameplay.

Assassin's Creed III

I couldn’t help but feel really excited about Assassin’s Creed III release the moment I realized that it wasn’t that far off anymore.

Naturally, I had preordered the game, and I picked it up during its midnight release. I immediately started playing it as soon as I got home.

The next day, someone asked me what I thought about the title. Strangely, I didn’t have an answer yet. Even tough I had spent a considerable time with Ubisoft's latest assassin-themed adventure, I was still playing through its tutorial.

I know how important tutorials are, but we also know the importance of having a strong introduction to this type of game. Basically, I feel like Assassin’s Creed III isn’t trying to appeal to new audiences. I endured the painfully long tutorial because I, a long-time fan of the series, knew the "good things" were coming.

 

It wasn’t all that bad, but I think that a few moments could’ve spared me the trouble. The developers tried their best to hide the fact that you are playing a tutorial in five out of the 12 sequences in the game, but for me, I felt like I was playing through an interactive movie more than the full-fleshed endeavor I was expecting.

Once the tutorial was over I set myself loose, and I could finally say, “The game is good. I’m enjoying it!”

Yes, the tutorial taught me how to interact with the world around me. I learned how to track someone, how to hunt, move through trees, etc.

Now, I’d like someone to tell me if I was the only one getting to the end of the game poor as hell, wielding the most pathetic weapons available, and not even realizing that I could go to a naval mission any time I wanted.

Assassin's Creed III

I don’t know if the tutorial is unclear on any of those details, or if I was so bored that I didn’t pay enough attention when I was introduced to them. The only way for me to fully enjoy the title now is to start over, a thing I pleasantly do with the pieces in my gaming collection.

Except that this time, I'll have an extra ration of tutorial shoved down my throat.

 
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Comments (13)
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November 08, 2012

The AC games are notoriously bad for overlong tutorials.  For the first couple games, it made sense; they are quite complicated control-wise.  Now, I think they could get away with having an option to skip the tutorial.  Of course, this would mean building such a thing in, since they meld their tutorials too closely to the story.

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November 09, 2012

Daniel,

 

I totally understand where you're coming from, and I agree for the most part, particuarly Connor's first section. "What the hell is this hide and seek shit?" I think were the words that came out of my mouth.

 

That being said, the prologue is killer. I love how it plays on the gamer's assumptions. However, all the tutorial bits that came afterward--sans the naval ship, Pirates of the Caribbean simulator segment--were a bit too much.

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November 11, 2012

I agree with you, Javy.

I was all kinds of shocked by the end of the prologue (no spoilers from me), but having two prologues in this game was way too much.

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November 11, 2012

I must have been one of the few people who actually enjoyed the first three sequences. I felt they did a great job of setting everything up, and still included fighting so I wasn't too bored. Plus, the last line of Sequence 3 was so worth it. Who saw that coming?

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November 13, 2012

If the tutorial finished right after the third sequence, that'd have been perfect; I loved how it ended (even the achievement you get rubs it in so nicely), I wish that sensation could last the next couple of tutorial sequences.

But, if they wanted to include that Connor's prologue so badly, they could have chopped some innecesary stuff out of both, but as Justin Davis said above, the problem remains the fact that the prologue is always wrapped up with the main story.

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November 13, 2012

"Once the tutorial was over I set myself loose, and I could finally say, “The game is good. I’m enjoying it!” I was the opposite at this point in the game. The first half of the story was great, but eventually it fizzled out, and took a back seat to Connor's rage. The game felt un-polished. The free running in the cities were terrible, and the chase scenes caused massive frustration. 

I do find it funny that there is a 6 hourish tutorial, but the game doesn't teach you everything. LIke how to level your Artisans, or how to craft or that you can upgrade your ship. Sure you are given a lenghty tutorial on hunting and hiding, but not how to expand your homestead. 

I really wanted to enjoy this game, it is (or was) my favorite franchise. The game feelis like they added to many features, and because of that there wasn't enough time to polish the game. 

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November 14, 2012

Well, enjoyed the game better after the tutorial gameplay-wise, when I was finally able to do whatever I wanted and anywhere I wanted.

But story-wise... yes, it didn't work me for me either.

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November 14, 2012

You say perhaps they "aren't trying to appeal to new audiences", but at the same time, isn't an overly-long tutorial not giving credit to long-time fans, either? The idea of a tutorial you can skip through makes a lot of sense, but you hit the nail on the head when noting how the story is woven into it.
I'm a little behind, just now playing Brotherhood, but noticing a similar thing. The title implies a "brotherhood" of assassins, but you don't even begin to assemble them until the fourth memory sequence.
There are a massive number of things to do in the Assassin's Creed games, and even after tutorials, it can be easy to feel overwhelmed, as you mentioned. Perhaps the games are simply TOO big?
Of course not. When new players grab a deep RPG or RTS, it's not rare to be tossed to the wolves and really dig to find everything the game offers on your own time. Maybe Ubisoft should start taking that approach.

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November 14, 2012

Brendan Keogh summed up everything that's wrong with Assassin's Creed III (storywise)in a single tweet: 
"NO. GO AWAY DESMOND. I DON'T CARE."

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November 14, 2012

I cared more about Desmond's story than Connor's. Desmond's had been building up since the first Assassin's Creed and I was really excited to see what would happen.

Truth be told, the ending sucked, but the Abstergo headquarters mission was fun! 

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November 14, 2012

Yeah, I'm one of those few people who was always extremely bored with all the Ezio story stuff in the last few games and more interested in seeing what happened to Desmond.  That stuff just seemed more intriguing to me, instead of a bunch of Italian names I couldn't follow and didn't really care about.

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November 15, 2012

Thing is, the tutorial doesn't even do its job well. The trading system is still a mystery to me, as is how we make money, which I suppose go hand in hand. So many of the abstract mechanics of homestead building, trading, caravans etc left unexplained. Likewise combat is brushed aside and it's something you do almost constantly. Sure they touch on it during your maiden voyage, but never again.

Disappointing game Ubisoft. Assassin's Creed remains about unfulfilled potential.

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November 15, 2012

I felt the same way about the trading system; there was so much I couldn't do for no explainable reason (and the in-game game manual is just as worthless).

I agree with you. After five games, Ubisoft is still experimenting with the series, and not letting us enjoy its full potential.

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