The Worst Tutorial of All-Time | Design Delve
This week's episode of Design Delve is now available!
Comments (8)
The tutorial analysis turned into plot critic. Therapeutic starfield failed 馃おyou are still blinded. Also the start is slow but I prefer it to some fast pace bull crap look everything is on the line at 1 mn early, feels like TikTok attention disorder ( want everything in a mn ) , slow mining served immersion ( you re a shit miner ) not "awe" factor, they did in KCD2 and it felt stupid to me., in the same way maybe mixing a tutorial and a trailer is modern, but not better. NB: you can equip gun directly now in game
ahah this is good timing for something I'm working on for ME3. Haven't watched the video yet but I deduced a list of things I should do from my experience with what ME3s original tutorials do wrong, and what a high quality modern game, like God of War, does right :P. Interested to see what the video says
I distinctly remember seeing other people go through the Starfield tutorial and thinking "wow, does this not make me want to play the game". I would point to Armored Core VI for what I think is another nearly-perfect tutorial. It doesn't just weave narrative into the tutorial, it even explains why what you're doing is effectively a tutorial: your AC (Mech) crash-landed and you need to make sure it still works properly. You got shot down and landed off-target, so as you make your way back towards your objective you encounter a trickle of small combat encounters that teach you how all your controls work, eventually giving you freedom to explore, enjoy the controls, have a go at doing things your own way, before finally hitting you with a boss. It's a great "vertical slice" of the game, and for all the jokes of the "Filtercopter" that were made, the tutorial boss does the important but thankless job of telling you if the game is "for you" or not. It introduces a challenging boss encounter right away, to show you that is a central component of the game, rather than stringing you along and disappointing you later. It selects, or filters, for the right players from the off. And above all, I think the tutorial mission in AC6 is also one of the most fun-to-play missions in the game. It's just a very satisfyingly-distilled experience. It was probably after the 5th or so time I replayed the tutorial mission just for funsies that I started piecing together how brilliantly it's constructed. It sunk its teeth into me real good. Then the game offers a handful of test exercises that reward you with new parts to play with, introducing the customization at the game's core. You play around with new types of mechs, and get rewarded for doing so. It's a far cry from explaining how everything in AC6 works, because it has so much depth, but it's a fantastic starting point that keeps nudging you forward and rewarding you for engaging with it. It's not for everyone, but it knows this, and it's constructed in a way that is honest, to-the-point, immersive, and fun as hell for the right players. 10/10
I bit into an apple covered in peanut butter at the exact moment you said that and it terrified me also: minecraft
I don't know if I'd consider this "the worst" but *the never ending tutorial* is one of my pet peeves. GTA, for example, has an annoying habit of introducing unique mission specific gameplay mechanics that have to be tutorialized each time when I have an assault rifle, loose morals, and an itchy trigger finger.
No mention of TUNIC? 0/10 /s 馃槢馃槅
No mention of Driver's ludicrously difficult tutorial that roadblocks the rest of the game? 0/10, lol
Yeah, that was the one I'm thinking of; it's hard to beat "ridiculous tutorial that prevents you from playing the rest of the game unless you miraculously master it from the start" for terrible ideas.
