Do video games think I am stupid?

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Wednesday, June 13, 2012
EDITOR'S NOTEfrom Jason Lomberg

Jackson argues that contemporary games do entirely too much hand-holding. Considering the glut of in-game tutorials disrupting the immersive experience, I'd be hard-pressed to disagree.

Title screen of Super Mario Bros.

When I was growing up, my cousin -- four years my senior -- experienced some pretty horrendous sunburn. It was so bad that he was hospitalized. I can’t remember exactly how old I was at the time, but I am pretty certain neither of us had any idea what the hell a hole in the ozone layer was, so I can’t blame him. In fact, I thank him. The fact that he was hospitalized introduced me, for the first time, to video games.

It’s kind of horrible to think I was introduced to video games at the expense of my cousin’s health, but that’s exactly what happened. In that hospital room, at the end of my cousin’s bed, was a Nintendo Entertainment System. Inside it, of course, was Super Mario Bros.

My cousin, who’d been playing all day, threw the controller at me playfully with little regard for the finer electronics. A sign of the times I guess. The NES control is a pretty simple device: four buttons [select, start, a and b] and four directions. I look at my cousin and he’s talking to his mother, so I decide that 1-player game is the way to go. But how? I look down at the controller and there’s the START button. Even as a five-year-old, I know that START means go. I press the button and the game goes to a black screen telling me what world I am in and how many lives I have. That’s it. There is no lesson, no how-to-play, and no recipe for success.

 

I have everything I need, though, in the sweaty, grubby palms of my juvenile hands. I quickly work out that pressing right on the D-Pad sends this mustard-yellow-and-red square man to the right. I work out how to jump and how to speed up.

I quickly work out that hitting the mushroom-shaped things causes me to lose a life. I quickly work out that mushrooms that come out of question-mark boxes make my character grow larger, meaning I can get hit twice before I lose a life. I learn rapidly, with no help. In the twenty minutes or so that I get to spend with the game on that day, I learned everything I need to know to progress. Eventually, I make it to the castle at the end of the level unscathed.

Fast forward 16 or so years and I have a controller in my hand again. It’s a little more complex. It still has a directional pad, it still has the START and SELECT buttons, but it’s made a few new friends. There’s a couple of toggles, centered and aligned on the bottom, and there’s two triggers on the top.

This is the evolution of the game controller from the NES to the PS3. The controller’s chief function hasn’t changed from the days of the NES...it’s just evolved -- the most important aspects of all the controllers that come before it have been preserved and the unnecessary ones have been killed off. It’s a technological survival of the fittest. It’s sleek and fits snug in my hands.

The game in my console has also evolved from the simple 2D sprites that fill Super Mario Bros. to wonderfully lit, fluid 3D character models. Today, I am starting, for the first time, Shadow of the Colossus, an action-adventure platforming epic that got a lot of attention since its release on the Playstation 2.

I press the START button at the title screen like I did all those years ago, and I am greeted with a gorgeous cinematic that begins to explain the purpose behind the game. Once I finally gain control of my character, I run around using the toggle, move the camera to a view I prefer, press triangle to jump, and square to attack. I work it out very quickly. The game prods me, gently, with simple visual aids. Press Triangle to jump. Press Circle to guide you. Perform a dodge roll by doing this. Then the game’s teacher, this invisible guiding hand, disappears forever.

Shadow of the Colossus

The thing that I love about Shadow of the Colossus is that when you come up against one of the colossi, you must solve a problem to progress. The game gives you only subtle hints in the form of a riddle as to how to achieve victory; beyond that, all that you have is a controller, eighteen-odd buttons, and a couple of toggles.

I feel like, somewhere along the way, video games lost that sense of discovery that you got from titles like Super Mario Bros. or Shadow of the Colossus when you first blew the dust out of their cartridges or let the disc spin up in your console. Video games now yank the controller out of your hands before you’ve even selected NEW GAME and hold up a giant finger, swinging it from left to right like a metronome, saying “nuh uh.”

Today, video games don’t let you discover; they throw a thousand different directions at you and tell you exactly what to do. They are the worst type of partner, the one that’s so hand-holdy that you can’t send a text message without getting their index finger in your eye. They are that partner that goes out of their way to make you feel like an idiot...they correct your every mistake and seem to have an answer for every question. Hell, I don’t even know why I am calling them a ‘partner.’ Not many people want to be with someone like that -- someone that embarrasses you or makes you feel stupid.

That’s how video games make me feel now. Stupid.

Case in point: Assassin’s Creed: Revelations. I am a pretty big fan of what the guys at Ubisoft did with the second instalment in the franchise -- so much so that I collected every collectible and slaughtered thousands of innocent guards. THOUSANDS. If you stacked up the carcasses of all those slaughtered guards, well, that’d be really disgusting and probably smell. Seriously, though, I loved the game. So I played through both of its sequels, Brotherhood, and most recently, Revelations. By the time the credits rolled on Revelations, I really couldn’t take it anymore.

Assassin’s Creed thinks I am stupid. Assassin’s Creed is that hand-holdy partner. Whether you’re performing an assassination for the first time or the thousandth time, the game prompts you to press the X button. Yes, within the options you can turn these notifications off, but the default setting is to have them on, and the game runs tutorials with you so you understand the mechanics. For some of the deeper gameplay elements, this hand-holding makes sense.  Yet for the most part, the alerts are obnoxious and overbearing.  

Assassin's Creed Revelations

Do video games think I am dumb?

Do video games think that I cannot work out how to perform a certain action without a prompt filling half the screen?

Do video games want to take away that sense of discovery?

Do video games want to take away that feeling I got from Super Mario Bros. and Shadow of the Colossus when I discovered exactly how to walk, how to run, and how to jump or stab?

Or is this simply a way to make it easier for the less-experienced gamers to be able to jump into a new title? If the answer to this question is yes, then do I even have the right to request that this overabundance of tutorials, guides, how-tos, and playthroughs be removed from our minds? Am I allowed to request that we return to a time where we are all infants, discovering the world for the first time, experimenting with controls and the in-game world without a hand pushing us forward at every step? Probably not.

But I am taking that stand now. If your tutorial is slow, boring, and generally makes me feel like you think I am an idiot, your game will be swiftly ejected from my console, returned to its case, and never heard of again.

 
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Comments (15)
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June 13, 2012

Good article. I was thinking about a similar thing while playing Gears of War 3. I found it laughable when a prompt appeared for me to press Y to focus on something, when the something was an enormous monster I'd have to be blind to not see

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June 13, 2012

Cheers!

Gears of War is definitely a culprit for this, the on screen prompts can not be turned off like assassin's creed and it always tells you to LOOK with Y at the action. By doing that, it actually takes you OUT of the action and makes you an observer again, rather than an experiencer...

 

Make sense?

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June 13, 2012

It's the new way.  Nearly everyone is too afraid to not tell players this because there will inevitably be that one person who would say "But I couldn't figure it out!"  This is the reason we don't have game manuals anymore; in-game tutorials have replaced them.

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June 13, 2012

Excellent article. That famous youtuber Egoraptor put up this video a couple months back where he talked about why Mega Man X was his favorite game ever. I think he said it perfectly:

"Ya know, back in time when the guys who made games actually respected a player's intelligence."

Then he proceeded to emmulate as if he were playing the game for the first time. And it was very similiar to what you said about Mario Bros. They plop you down at once side of the screen and you make it to the other while learning the ropes with a series of subtle challenges that  teach you everything necessary to succeed. He was very melodramatic and comedic when he did it though, lol.

Anyway, developers now literally assume you're a brain-dead primate. And it is really disgusting sometimes. Some games need tutorials, but things like platformers and action games are a joke.

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June 13, 2012

Do you have a link to that video dude? That'd be sweet.

I am glad people agree with the general tone of the article. Thanks guys.

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June 14, 2012

This is the link: http://www.youtube.com/watch?v=8FpigqfcvlM

It's hilarious!

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June 14, 2012

That is absolutely brilliant and... seems to have completely destroyed my article in terms of getting a point across. Haha, thanks dude!

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June 13, 2012

This was a really entertaining read. Great writing! I hate when there are on-screen displays of what my buttons will do. this is especially apparent in Asassin's Creed, which is why I am sure you have included it. More recently, Dragon's Dogma has the same sort of thing going on.

This is one place where I will applaud Dark Souls. While it does have a brief button tutorial, it is not overbearing or in the way. Once the game begins, it doesn't give you a quest log, or tell you where to go. Figuring out where to go (and getting lost) are part of the fun. 

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June 13, 2012

Thanks for the comment mate, I appreciate it. Chuck us a follow, I just noticed you were behind the Humanity article from today and followed you. That was a great piece brother, really insightful.

Re: Dark Souls. I am yet to play it. Demon's Souls however is one of the games that still lets you discover things for yourself. Ie I distinctly remember not a single word of help against every level-end boss. How crazy is that? See... people say Demon's Souls is difficult. The truth is, Demon's Souls is difficult until you work it out. Then, everything is formulaic and you can beat bosses rather easily. This is why Demon's Souls is one of my favourite games of all time, along with Shadow of the Colossus.

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June 14, 2012

I really enjoyed this article. I can agree with it to an extent, but I also see the other end of the argument. We're seeing a lot of gamers who have never played anything beyond Mario, which is super-simplistic in nature. We've grown up with games and learned how to manipulate more and more buttons, whereas I know some folks in their late thirties who are new to gaming and need the on-screen cues to figure it out.

For the most part, I can agree with developers for this reason. However, I find it irritating because I grew up with a controller in my hand and don't feel that I need to have the controls of every shooter spelled out to me.

Still, good points all around and I appreciate your article. :)

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June 14, 2012

Cheers Tim, the feedback is much appreciated. I agree that developers, in order to appeal to the wider market, must include these things in their games. Unfortunately, I still think that most of the time it is executed poorly.

As games continue to increase in complexity, I can't see this problem disappearing, however, I do think that with a level of refinement it would be much more appealing, especially to what some people call the 'hardcore' gamer. Even just the option to skip those tutorial levels is greatly appreciated. I would have loved if I played through Assassin's Creed and halfway through the game discovered that you can perform "x" or dispatch an enemy using "y".

Robsavillo
June 15, 2012

It's funny that you begin with Nintendo and Super Mario Bros. because I think one of the first instances of overlaying the controller with its functions onscreen comes from Nintendo's own Legend of Zelda: Ocarina of Time (at least the primary facebuttons, anyway).

Your final remark is spot on, too. I've been doing that for quite a while now (and I had the same reaction to Revelations as you!).

Lolface
June 16, 2012

Generally, I tend to find it annoying that games always have to remind me how to play, however, I find that there are some exceptions.

When The Witcher 2 was released last year for the PC, the game did not come with a tutorial, and the game barely taught you how to play. They didn't even tell you how to use magic, let alone the fact that you start the game with magic. It also didn't help that the game was kind of hard. After hearing gamers complaints, CD Projekt Red added in an entirely new tutorial mode, seperate from the game, and it seems like they reduced the difficulty. All of these changes can now be found in the Enhanced Edition released earlier this year on PC and 360.

On another note, as I've been getting older, and my game queue piles up, I find myself putting games down for months and sometimes (though rarely) years at a time. In these cases, I'm grateful that the game reminds me how to play, because I've probaly forgotten.

Also, there's a weird formatting error at the end of the 4th paragraph/ begining of the 5th.

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June 16, 2012

Thanks for the catch, Matthew!

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June 16, 2012

Yes, video games think you are dumb. Not you specifically, but just in general. And it's a much broader audience now, so they're not entirely wrong.

Very few people ever finish a game, and they need you to do that and buy the DLC (or buy your own copy of the game in the first place, or recommend it to your friends, or give it a high metarank score) so they are desperate not to lose you to frustration.

If you're lucky they'll do it unobtrusively and not waste your time on a dedicated tutorial level. In the worst case you'll be running around doing everything you already know how to do from the first playthrough and can't even do simple things like jump until they tell you how to jump.

But yes, they think you're dumb.

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