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The UX of video game tutorials
- trinovantes 5y agoI'm personally a fan of games that sprinkle tiny tutorials throughout the game rather than 1 large tutorial at the beginning. The early levels will only require 1-2 mechanics so there's little point in introducing everything and hope the player will remember to use all of them.
- bombcar 5y agoI like it when the tutorial is part of the “story” beyond a simple “learn how to jump” training session. Something akin to an interactive cutscene that also tutorials. Either way you may want a way to skip for those who have played before. (Even more fun are tutorials that instruct you on using basic systems to complete but allow you to use advanced techniques if you know them.)
- zeta0134 5y agoI really liked the Codec system from the original Metal Gear Solid, for PS1. It made almost perfect sense in-game, with your tactical team monitoring your movements and able to see what you were doing, and it was done in a clever way. When a codec sequence is unskippable for story reasons, the designers will sneak some tips in that way, but more importantly, if the player takes a long time moving through an area, they might get an optional call. Answering the call will usually explain some new mechanic in the area, and additionally provides some fun side-lore and comic relief, so it can double as a tiny reward. Laid out all at once, these conversations would be an overwhelming amount of information to absorb and exposition to follow, but the game generally nails the pacing. Provided you don't repeatedly call like a goof, the calls all seem like reasonable radio chatter, and hardly break immersion. Experienced players will move through the level quickly enough to miss the more tutorial-like prompts, and can ignore optional calls if they'd rather get on with the gameplay.
- mattbee 5y agoI mean I'm a fan, but about 50% of MGS is being absolutely harangued, at inordinate length, by the codec characters smashing at the 4th wall with a sledgehammer.... so no it doesn't break the immersion when they give you control tips ;) but it isn't subtle and doesn't need to be.
- Zababa 5y agoI like how they directly tell you what to do knowing that you're someone playing on a console instead of trying to awkwardly not say directly things like "use this button". I find that this breaks immersion less than some game that think they can make you forget they are games telling you to do something.
- EForEndeavour 5y agoI found it ironic to stumble through this convoluted sentence on a UX site: > What designers call an “invisible tutorial” is simply a tutorial section that fits perfectly in the flow zone, which values the preceding and succeeding events and respects player expectations. There will never be a situation where a player does not realise they are not participants of a tutorial, but an invisible tutorial will hardly be discernible from the game experience as it respects the pacing of all experiences around it. An attempt to avoid the triple negative: > What designers call an “invisible tutorial” is a tutorial section that fits perfectly in the flow zone, which values the preceding and succeeding events and respects player expectations. The player will always realise that they are not participating in a tutorial, but an invisible tutorial will hardly be discernible from the game experience as it respects the pacing of all experiences around it. I still don't get what this is trying to say. Isn't it true that the player will usually (always?) realize they're in a tutorial, but an "invisible" one will just feel well-integrated with the surrounding experiences? Or is this passage arguing that a tutorial that is "invisible" will by definition NOT be noticed as a tutorial?
- happytoexplain 5y agoI'm 90% sure the second "not" is unintentional.
- EForEndeavour 5y agoThat makes so much sense! Thank you.
- tk75x 5y agoEditing to remove the "not" - There will never be a situation where a player does not realise they are participants of a tutorial, but an invisible tutorial will hardly be discernible from the game experience as it respects the pacing of all experiences around it. Still doesn't make much sense as now they are saying that invisible tutorials can't exist because the player will always realize they are participants of a tutorial (fixing double negative).
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- m12k 5y agoIf you're interested in this, you should also check out this GDC talk[1] by Asher Vollmer, creator of indie mobile game Threes (2014), that got a lot of credit when it came out for having a very smooth tutorial. [1] https://www.youtube.com/watch?v=Uf7xLHUpKHE https://www.youtube.com/watch?v=Uf7xLHUpKHE
- thrdbndndn 5y agoGMTK recently did one about tutorial too, worth watching : https://www.youtube.com/watch?v=-GV814cWiAw https://www.youtube.com/watch?v=-GV814cWiAw (GMTK was already mentioned in the article, but for a different video.)
- hcs 5y agoI recently had a very frustrating time with the initial unskippable tutorial to Nintendo's new Game Builder Garage. It's not exactly a game, but I was expecting a much more game-like tutorial. - Objects had to be placed and manipulated exactly as the instructions and on-screen guides say, even for arbitrary things like moving invisible Nodons for layout. - Every step of UI manipulation was narrated every time, even if this is the third time you're copying and rotating a platform. - All of this narrated with many short lines of dialog, often just for flavor, and each with a sound effect. - Constant, distracting, meaningless animation of the narrator. Occasionally it would point at bits of UI, but mostly it just kept sweeping from side to side or in a circle, I guess following different "moods". - The one decision you're allowed to make is the color of the platforms, this coming at the very end of the first tutorial, after maybe 30 minutes. The tutorial has no faith in the player/user, despite the text constantly saying how good a programmer you are. It seemed like an afterthought, which is bad for the first thing the player has to deal with, at great length, in your product. This was my experience on release day. Hopefully this has been improved, or will be soon, but it completely turned me off. I had hoped to learn something about a gamified game development environment, but I feel like game designers weren't involved, certainly not instructional designers. (edited to fix formatting)
- jagged-chisel 5y agoI experienced this, too. The forced adherence to pixel-perfection was rather annoying. At first, I thought the narrator animations were communicating something - "look at this thing" or "put your cursor here" while circling. It took about 10 seconds to work out that this was a character attribute and not communication.
- ceejayoz 5y agoI had to buy a mouse for Tropico 6, because there was a tutorial step that required the middle mouse button… on a MacBook.
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- zeta0134 5y agoPossibly the most famous video game tutorial of all time has got to be World 1-1 from the original Super Mario Bros. https://www.youtube.com/watch?v=ZH2wGpEZVgE&t=5s https://www.youtube.com/watch?v=ZH2wGpEZVgE&t=5s And really, most of the later Mario games execute this fairly well, with some (sunny) exceptions here and there. Nintendo is unusually skilled at introducing a new mechanic in a way that feels like organic play, and slowly ramping up the complexity in a way that will leave most players feeling like natural masters by the end of the level, without realizing that the level was leading them by the nose the entire time.
- grawprog 5y agoSuper Metroid is another game that did the 'invisible' tutorial thing well. https://www.gamasutra.com/blogs/HugoBille/20120114/90903/The_Invisible_Hand_of_Super_Metroid.php https://www.gamasutra.com/blogs/HugoBille/20120114/90903/The... That's actually one thing Nintendo devs in general seem to be really good at. I don't think i've ever really played a first party Nintendo game that had an outright tutorial but they're always pretty easy to pick up and figure out.
- ineptech 5y agoAnother great example is "A Dark Room" - a game in which the mechanics are introduced one by one in such a smooth way that no tutorial is ever needed. edit to add a link: http://adarkroom.doublespeakgames.com http://adarkroom.doublespeakgames.com it's a very simple free game that (last I checked) can be completed in an hour or two.
- notriddle 5y agoThat channel also has a video on Portal, which they describe as being "over 50% tutorial, but so much fun that nobody seemed to notice." https://www.youtube.com/watch?v=Q_AsF3Rfw8w https://www.youtube.com/watch?v=Q_AsF3Rfw8w
- madeofpalk 5y agoPortal has this cool directors commentary mode where they point all this out in detail as you play the levels.
- knolan 5y agoOne of the better tutorials I remember was for the Blood Dragon Far Cry 3 expansion. It’s a tongue in cheek riff on 80’s action movies and games and the tutorial is silly fun because of it. Not the first game to make a joke of its tutorial but it was memorable!
- baud147258 5y agothe Blood Dragon tutorial could only had been made better if it was optional on subsequent playthrough. True, it's not a game people are likely to replay, but having to go through it again is a chore. I think the same could also be said for all "signposted" tutorials. Or maybe split the tutorials in optional categories, so that any players can tailor their experience "I've never played a video game", "I've never played a game in this genre", "I'm new to the series", "just show me the new stuff"; of course such design would prevent from doing any story integration within the tutorial, so it might not be a good fit for all genres
- smoldesu 5y agoRimworld (and Dwarf Fortress, for that matter) desperately need a better onboarding experience. In Dwarf Fortress' case, the best tutorial you'll find is the one online, because lord knows you'll die immediately if you waste time messing with the wrong stuff. Rimworld has a fairly good documentation system and a decent tutorial scenario to accompany it, but the "first game" experience is still crushingly brutal: new players will often lose their first few colonies, which can be a pretty soul-sucking penalty.
- Zababa 5y agoRimworld is all about losing though, remember that the game is a story generator, not a simulation made to be played to perfection. The first times are rough, but still way easier than Factorio or Dwarf Fortress in my experience, and the story generator aspect ties this all up to make for really good moments.
- 2bitencryption 5y agoHalf Life Alyx was an interesting example of this. I've played lots of games, so of course I am good at reading the "language" of games: when I can interact with something, when a door is openable vs a prop, when an NPC is important vs background character, etc. But in VR, all my experience was thrown out the window. When there's a door right there, right in front of you, 100% full sized and in high detail - your instinct screams "you can open this." Valve painted anything you can interact with bright, vibrant red. But even the bright red wasn't always enough to distinguish between the life-sized 3D garbage can that you can open up, and the one that is simply a prop that is glued to the ground and totally inert. I think there will be a strange dance between game designers and gamers when it comes to VR. Everything old is new again, and even veterans players of 2D games will need to learn the new language as it is being written.
- jayd16 5y agoWe're certainly still in the early days of reinventing UI primitives here. AR is another example where UX in an unsolved problem.
- hn8788 5y agoThat's where the devs have to decide whether they're willing to sacrifice some realness for the sake of gameplay. The game director for Doom Eternal has been streaming the game and providing commentary on it, and he talked about how for this game, everything took a backseat to gameplay, even if it doesn't look realistic. For example, if there's a surface the player can break, it glows neon green, but if there's a surface that can only be broken by something in the environment, it glows a dingy yellow color.
- animal531 5y agoYeah it throws you for a loop. I was initially playing with the teleport, but then changed to walking at the starting area where you circumnavigate the U shaped rooftop; after which you need to pull open a window/slider. Because I had just switched movement it threw me and I took extra long to find where to go next, even though it was extremely linear.
- hn8788 5y agoI think my favorite part of a tutorial, even though it was a super small piece, was an older open-world game. At the start of the game, someone in a helicopter tells you to look up at them. Based on the direction you move the thumbstick, it'll automatically set the controls as inverted. It was such a tiny thing, but it's the only time I've ever played a game that automatically changed it's controls in response to how the player expects them to work.
- ehnto 5y agoThat's pretty clever!
- koofdoof 5y agoThe Halo games do this as well under the guise of suit calibrations.
- crtasm 5y agoSometimes a game hands me camera control, I do my usual thing of instantly hunting in the options to invert the camera then shortly afterwards have to spend time doing the look up test anyway. It should skip it in that situation.
- kirkules 5y agoMy favorite tutorial in a game is in BABA IS YOU. The (puzzle) game continually teaches you new mechanics/things by having them be integral to the unique solution to the current stage. But the best part is that many of the things it teaches you, rather than game mechanics or buttons or rules, are assumptions that you may have been making that were unfounded. Saying more would honestly spoil the game if you haven't played it, so I'll just say it was an amazing experience and so brilliantly designed that even when I figured out solutions quickly I was still left in awe.
- animal531 5y agoRegarding the Half Life vs Dead Space example; I was recently watching a streamer play HL2 for the first time, and that area where you first encounter the saw blades they totally missed the (subtle tutorial) idea. As a result they struggled with ammunition for quite a while. It was only by accident quite a bit later on that they discovered it. Unfortunately that is the downside of soft tutorials, not everyone gets it, or they're distracted during that moment or they already have an idea of what they want to try, which causes them to ignore the hint.