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Time to Complain: I Hate Tutorials
Mikeminotti-biopic
Monday, August 17, 2009

Editor's note: I've been gaming for even longer than Mike, but I don't have the hate that he has for tutorials. He does, though, have a valid point -- don't tie tutorials to the plot, and allow us to skip 'em if we want to. -Jason


Mandatory tutorial levels make me want to burn down an orphanage. After 20 years of gaming, I'm at a stage in my life where I can figure out any mechanics that you throw at me. All I need, at most, is a manual that tells me which buttons do what. Some games just put that information on the first load screen. I applaud that.

Tell me how to play your game only when no other stimuli are possible. Even if I don’t memorize all of it, I promise that I’ll figure it out in the first 5 minutes of the game.

 

Whatever you do, don’t make me go through a tutorial level. Don’t teach me every facet of your game’s controls as if I’m a 4 year old memorizing words for his first vocab test. It’s bad enough that you have the audacity to tell me that the Up button moves my character forward, but when you make me repeat this action five times just to make sure that I get it right, I feel like you've lost all respect for me as a player.

Just recently I tried playing The Chronicles of Spellborn, a free MMO very much in the World of WarCraft vein. I spent my first 30 minutes of gameplay moving with the arrow keys and changing the camera with the mouse. Over and over and over.

When it got to a point where the game was teaching me some of the actually unique and interesting game mechanics, I couldn’t bring myself to care anymore. I already had tutorial fatigue. How could these people think that I needed an intensive tutorial on walking? Who playtests these things?

At this point, can’t we assume that if you’re making a new MMO, chances are most of your players have played World or WarCraft, or at least some similar MMO? Is it really necessary to teach me how to talk to people and accept quests?

And look, I get it. Not everyone knows how to play games. There is a percentile, however small, that could jump into any game at any moment without the slightest idea of how to play it. That’s why you give them an optional tutorial.

If you want to blow some newbie’s mind away by telling them that the R trigger fires their weapon, then do it there. Just leave me out of it. Don’t make all of us suffer.

I know it’s become popular to make games for the lowest common denominator and then hope that your more seasoned players will be forgiving when you have them practice using the jump button for the eighth time. I just don’t understand why we have to suffer through this.

Also, don’t fill your optional tutorial level with relevant plot. Nothing better than starting a game on level one, only to realize you have no idea what’s going because you opted out of a tutorial level that, surprise, set up all of the game’s characters and plot threads. Whoops. Better start over. Time to learn how to crouch and look down your scope.

Of course, once someone experiences this just once, they’re terrified to ever skip the tutorial level again. We become wise to developers' tricks rather fast, so we put up with their insulting tutorials.

So to the FPS that tells me that I move my character with the left stick, the RPG that tells me that HP means “hit points,” the RTS that tells me that I move my selected units by right-clicking on the map, and the racing game that tells me that the L trigger is the break -- I get it.

Use the time that you’re wasting on unnecessary tutorials on proofreading your game’s script or something.

Don’t worry about me: I promise that I’ll figure it out.

-- Mike Minotti (still without a job -- maybe I should make a tutorial on how to hire me.)

See this post and more on my site: Give Mike Minotti A Gaming Journalism Job.

 
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Comments (26)
Default_picture
August 17, 2009
You know I like the skip tutorial button as well. Side note: someone will hire you so prayers and good luck on that quest.
Default_picture
August 17, 2009
Why did you spend 30mins in the first place? Most tutorials are silly (The up to move forward comment hits the nail on the head), but a lot of games either build the tutorial in the first level or you can skip it completely (Gears of War). I've never even noticed tutorials until I read this article.
Mikeminotti-biopic
August 17, 2009
@David The tutorial was 30mins long. I did not spend any more time than I had to in it, I assure you. As for Gears of War, that totally falls under my tutorial with plot points complaint.
Default_picture
August 17, 2009
@Mike-"Nothing better than starting a game on level one, only to realize you have no idea what’s going because you opted out of a tutorial level"

Just curious, what games do this? I've never recalled anything super important given in a tutorial level. If you can figure out how to play the game by yourself, you can probably figure out whats going on too. unless your playing Metal Gear Solid, haha.
Mikeminotti-biopic
August 17, 2009
@David I think Gears of War works as a good example. If you skip the tutorial, you miss out on a few character relationships and plot points.
Me_and_luke
August 17, 2009
To reply to the article as a whole, I agree with others that I can't remember ever being forced to partake in an extended tutorial, much less one that was annoyingly long or tedious.

As far as Gears of War is concerned, I take to the defense of Epic in that it was the first game of the series, so the majority of people are bound to opt for the tutorial. You might make the point that those who initially go straight to multi-player will find the tutorial unnecessary...but those who go straight to multi-player also probably don't care about the story.

By the way, I can't even remember what plot points were covered in that tutorial (that weren't touched on later). Gears 1's story was so bland and obscure that I really didn't even care as I was going along (Gears 2 did a much better job with the story...and made the tutorial completely optional right from the menu).
Jamespic4
August 17, 2009
I mostly agree. Though I would say mandatory tutorials are okay for specific games once in a while. The first Katamari Damacy springs immediately to mind. When that game came out, it was so novel that it sort of begged a tutorial.

As for teaching players how to play a game, I look to the Zelda series as a very elegant example. Every time you enter a dungeon you get a new weapon. Through the dungeon you practice using the weapon, and then, at the end there is a test on what you've learned. When you finally get to the end of the game, the last encounter is a sort of final exam combining everything you've learned.
Sunglasses_at_night
August 17, 2009
As someone who's constantly trying to get non-gamers playing the games I love I'm of the opinion that every game should be produced in such a way so a non-gamer could pick it up and be told where they're at.

Anything that makes our medium more accesable is a good thing surely?
Mikeminotti-biopic
August 17, 2009
@Jon I'd argue its plenty accessible enough.
Lance_darnell
August 17, 2009
Well, if no one else is going to mention that this was funny, I WILL!! :D

I don't want to just rehash all of the good comments that have already been written, but I love how James compared Zelda to a College Course and David's comment about Metal Gear Solid is so right. And as usual Jon raises a nice, diplomatic point.

So I am just going to say that I love discovering the controls in a game, and I am always a little disappointed when the tutorial tells me every move that I can do. Shadow of the Colossus was a great example. There was no real tutorial, for all the game did was give you enough info to get to the first Colossus, and that was it. When I found out how to stand on top of Agro or hang off the side of him, I was completely blown away. I spent hours trying to find more neat moves, but I dont think there were any, BUT, discovering a new move or ability in a game is one of those magical things that got me so into gaming in the first place, and any tutorial that takes away that magic is nothing but HORNBALLS!!!!
Sunglasses_at_night
August 18, 2009
@Mike Sit a non-gamer down and make them play a round of Halo with no instruction or tutorial, then tell me it's accessible.

Default_picture
August 18, 2009
@Jon-you are completely right. You could bullshit controls to a non-gamer when there was a d-pad and 2 buttons. Now with 4 face buttons, shoulder buttons and control sticks, it has become quite confusing. WE are all used to it, were gamers for god's sake. Take your parents, they won't figure out how to reload probably. Even if you tell them, they would have to look down at the controller for the button.

Its like driving, games have become second nature to us, however Mike (OP), not everyone has that second nature skill with games.

This hate on for tutuorials is a little far fetched, suck it up if they bother you that much and complain about something that is an actual pain in the ass (i.e. loading screens, freezing)
Lance_darnell
August 18, 2009
@Jon @David

I agree with you two in principle, for my Fiancee likes to watch me play Halo 3, but cannot get by the controls.

HOWEVER!!!!

A great game will draw people to it regardless of the controls. Many of my friends who were not gamers played Halo due to the awesome multiplayer, and although they had to learn the new control scheme, for Goldeneye was their last game of choice, they did. I know I am playing devil's advocate here, but the need to attract non-gamers is ruining it for the rest of us.

As GAMERS, what was the last game WE needed a tutorial for? Gears? C'mon! The only thing I needed to learn was that the A button makes me take cover. That took about one second.

Please read my above comment about the magic of discovering things out for ourselves, and how that adds to the magic of the game!
Default_picture
August 18, 2009
Isn't agreeing in principle just a buzz line used so you can disagree with people without them getting mad at you? ;):D
August 18, 2009
Hear hear!

What I hate even more than a tutorial? When a game pauses mid action to pop up a hint on what you just did (mid-jump while in air takes it up a notch and is the ABSOLUTE worst).
Lance_darnell
August 18, 2009
@David - Shhhhh!!! You are ruining my diplomatic stance! ;D
Sunglasses_at_night
August 18, 2009
Best example of a tutorial ever? Half Life. It's tutorial had its own menu option, and fit in to the story completely without divulging anything plot specific.

I'll backtrack a little here and say that tutorials should be optional, which gives me the chance to still feel like a badass whilst I zip through them.

Maybe here's the wrong place to ask, but what are your guys favourite tutorials?
Mikeminotti-biopic
August 18, 2009
Half-Life is a great example of a good tutorial. Completely optional and efficient.

Thanks for the comments, everyone! I'd like to respond to more of you, but I'm in a movie theater right now. When I get home, I'll get back on.
Aj_newfoundland_avatar
August 18, 2009
I recently played the Champions Online beta. It started out be telling me to move with WASD, hold the right mouse button to look around, click on npcs to talk to them, etc. In all, it took about 6 minutes. Then there's a bunch of very boring quests that basically have you just walking around and doing nothing challenging or fun so you can practice some more of the games very basic functions (do a fetch quest to that guy 10 feet away). They could have just said, "We copied WoW. Do that."

And anyone who's played the first 5 missions of an RTS that give you no capability to build units/buildings while you run around with the same 5 units as the game tells you how to select them all and attack that tree will know that it is the most boring thing ever. And usually (Warcraft/Starcraft), you can't skip that stuff (and you would miss the setup of the plot too).
Default_picture
August 18, 2009
There are tutorials because a) nobody (1%) ever reads the manual, b) gathered stats show a horrifying number of people just noodle around a little, get frustrated when they can't figure out what's going on, and quit. So you have to assume your players are retarded just from a sales viewpoint.

Now given that, there's a lot to be said for making the tutorial as unobtrusive as possible and not annoying your experienced users. A mandatory tutorial that does nothing but teach you the basics is an abomination. Much better to just drop you in the first level and let you run around, and maybe not even offer any hints about a function at all if you notice the player is already doing it. If the player is moving, don't tell him to use the left stick to move - that's just insulting. I also don't mind having little signs that you can read or not, though your mileage may vary.
Default_picture
August 18, 2009
I agree that tutorials should be optional, but I completely disagree that the controller layout screen is a good thing. Every time I see that damn controller with a million arrows and text descriptions on the screen, I die a little inside. I rush to try to memorize everything and then as soon as I hit continue (or God forbid, the loading screen automatically advances), I immediately forget what 90% of the buttons.

Sacred 2 is a great example of this. A loading screen with 87 button mapping descriptions and absolutely no tutorial whatsoever to teach you how to play the game. I'm about 5 hours in and still feel like I'm in tutorial mode just trying to figure out the basics of the interface.

Controller layout screens should go away. They should be an option in the menu so that you can look at it, but it should NOT be the way that you teach a player the controls. Go play Half-life 2 again and see how a tutorial should be done.
Mikeminotti-biopic
August 18, 2009
When I said that I thing that games are accessible enough, I do mean that. A game like Halo has massive appeal. Can we really say that not enough people are playing Halo? Now, does that mean everyone can play it? No. And that's fine. Few things, especially in the entertainment field, are able to please everyone. When they try to, we're usually left with disastrous results.

I doubt a helpful tutorial would help anyone who isn't playing Halo right now get their head around it.

"Sit a non-gamer down and make them play a round of Halo with no instruction or tutorial, then tell me it's accessible."

But there's the thing: "non-gamer". If I went fishing for the first time, should I expect to be catching bass within minutes? Of course not. Saying that a "non-gamer" would have a hard time gaming is kind of redundant.

To reiterate, I don't hate all tutorials. My problem specifically lies with mandatory tutorials that waste my time teaching me things I could have easily guessed.

Anyways, thanks again for reading, everyone. I'm always glad to get a discussion going.
Sunglasses_at_night
August 18, 2009
@Mike If I went fishing for the first time you're correct in stating that I wouldn't immediately start catching fish. If you teach me how to fish, I'll learn much quicker than if you didn't.

Basically I agree with you. Mandatory tutorials are a pain in the ass, but the option should always be there for whomever seeks it out. Everyone has to start somewhere after all...
Default_picture
August 19, 2009
@Jon That's exactly what Mike is saying, make tutorials an option and not mandatory. That what the entire article is about.
Default_picture
August 27, 2009
I always flip through the manual. You always learn something when you RTFM.

Hahaha! Sometimes I play a game at a friends house and he/she's like, "How are you doing that?" Well, I RTFM that's how.

Mike are you saying yo9u know what the instructions are before you even bring the game home or what?
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