Can we Improve Tutorials for Complex Games?

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  • Опубліковано 17 тра 2024
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    Games in complex genres, like strategy and simulation, can be really hard to learn. So are there ways to make the tutorials for these games more enjoyable and more effective?
    === Sources and Resources ===
    - Sources
    [1] How I Got My Mom to Play Through Plants vs. Zombies | GDC on UA-cam
    • How I Got My Mom to Pl...
    [2] Bruce Shelley | Game Design Workshop
    www.gamedesignworkshop.com/br...
    [3] Mastering Kombat: Designing Mortal Kombat 11's Empowering Tutorial Mode | GDC on UA-cam
    • Mastering Kombat: Desi...
    [4] How to Make Great Game Tutorials | GDC on UA-cam
    • How to Make Great Game...
    [5] The Feature That Almost Sank Disco Elysium | GameSpot
    • The Feature That Almos...
    [6] Evolving the UX/UI of A Total War Saga: Troy using player feedback | Gamasutra
    www.gamasutra.com/view/news/3...
    [7] Into the Breach's interface was a nightmare to make and the key to its greatness | Rock Paper Shotgun
    www.rockpapershotgun.com/into...
    - Additional resources
    This is a Talk About Tutorials, Press A to Skip | GDC on UA-cam
    • This is a Talk About T...
    Should Players Buy Their Own UI? | Gamasutra
    www.gamasutra.com/blogs/Sebas...
    === Chapters ===
    00:00 - Intro
    01:23 - Splitting up the tutorial
    06:01 - Tutorials across campaigns
    09:17 - Making learning fun
    14:37 - Using affordances
    17:23 - Other techniques
    19:28 - Conclusion
    === Games Shown ===
    A Total War Saga: Troy (2020)
    Crusader Kings III (2020)
    Endless Space 2 (2017)
    Ghost of Tsushima (2020)
    Fallout 3 (2008)
    Half-Life 2 (2004)
    Total War: Warhammer II (2017)
    Jurassic World Evolution (2018)
    Arms (2017)
    Bionic Commando (2009)
    Rage 2 (2019)
    Splinter Cell (2002)
    Portal (2007)
    Death Stranding (2019)
    The Elder Scrolls V: Skyrim (2011)
    Returnal (2021)
    Metroid Prime (2002)
    Civilization (1991)
    Civilization V (2010)
    Frostpunk (2018)
    Persona 5 (2016)
    Crusader Kings II (2012)
    Mini Metro (2015)
    Animal Crossing: New Horizons (2020)
    Street Fighter V (2016)
    Dead or Alive 6 (2019)
    Mortal Kombat 11 (2019)
    God of War (2018)
    Tekken 7 (2015)
    Civilization VI (2016)
    Civilization IV (2005)
    StarCraft II (2010)
    Devil May Cry 5 (2019)
    Yakuza 0 (2015)
    Astro's Playroom (2020)
    Threes (2014)
    Total War: Three Kingdoms (2019)
    Planet Zoo (2019)
    Offworld Trading Company (2016)
    Anno 1800 (2019)
    Skate 3 (2010)
    Sekiro: Shadows Die Twice (2019)
    Two Point Hospital (2018)
    Slay the Spire (2019)
    Hearthstone (2014)
    Prince of Persia: The Sands of Time (2003)
    New Super Mario Bros. U (2012)
    Luigi's Mansion 3 (2019)
    The Legend of Zelda: Link's Awakening (2019)
    The Binding of Isaac: Rebirth (2014)
    Plants vs. Zombies (2009)
    Overcooked (2016)
    Inside (2016)
    Reigns (2016)
    Disco Elysium (2019)
    Heroes of Might and Magic II (1996)
    Cuphead (2017)
    Fire Emblem: Three Houses (2019)
    The Witcher 3: Wild Hunt (2015)
    Into the Breach (2018)
    Cities: Skylines (2015)
    Bayonetta (2009)
    Minecraft (2011)
    Star Fox Zero (2016)
    XCOM: Chimera Squad (2020)
    Titanfall 2 (2016)
    Narita Boy (2021)
    === Credits ===
    Music by Lee Rosevere (leerosevere.bandcamp.com)
    Additional Music:
    Subject Name Here (Portal)
    China Theme: Atomic (Civilization VI)
    The Still, Cold World (Frostpunk)
    Reflections (Mini Metro)
    The Last Flame (Frostpunk)
    Online Menu (Dead or Alive 6)
    England Theme: Atomic (Civilization VI)
    Sophon's Prologue (Endless Space 2)
    Threes (Threes)
    Parkie's Pieces (Planet Zoo)
    Martian Mining and Manufacture (Offworld Trading Company)
    Collection Manager (Hearthstone)
    Pangolin Waltz (Planet Zoo)
    The We, Horatio Theme (Endless Space 2)
    Credits Theme 3 (Starfox Zero)
    Nartia Boy Theme (Narita Boy)
    === Subtitles ===
    Contribute translated subtitles - amara.org/en-gb/videos/Jcxvgx...
  • Ігри

КОМЕНТАРІ • 4,2 тис.

  • @Spicarium
    @Spicarium 3 роки тому +5767

    This video reminds me of a Steam review I once read on Crusader Kings: "I played this for about 1000 hours, and I think I've almost finished the tutorial. Can't wait for the real game" :D

    • @SniperSpy10
      @SniperSpy10 3 роки тому +201

      @Lazy Sorcerer that's only stages 1-4, another 6 to go

    • @SniperSpy10
      @SniperSpy10 3 роки тому +349

      I recently started playing EU4 with one of my friends who has 1000s of hours in the game, I asked him what a certain button in a certain menu did, he didn't even know that menu existed (this was before the new update that broke everything)

    • @MoustachioFurioso83
      @MoustachioFurioso83 3 роки тому +170

      I had a similar experience with CKII, I tried doing the tutorial (in which I controlled the kingdom of León as Alfonso VI) but it asked me to do something that was mind-numbingling stupid, which is try to take the Canary Islands by force.
      Between the distance from my kingdom, the lack of strategic usefulness of that territory and the painful first experience I had trying to attack them (between their defensive bonuses and the attrition my troops suffered from, it was a complete failure), I gave up on doing what the game told me to and instead set my eyes on much more logical objectives, like using my ruler's high Intrigue stats to make sure he inherits his dear brothers' kingdoms sooner rather than later.
      Two centuries later, the Empire of Hispania is butting heads with the accursed Holy Roman Empire, still not giving a crap about the Canaries.
      Thanks to the game's stupid tutorial, I made my own choices and had fun in the process.

    • @Spicarium
      @Spicarium 3 роки тому +81

      @@MoustachioFurioso83 starting on 'noob island' (Ireland) is a great tutorial place to start

    • @Kodlaken
      @Kodlaken 3 роки тому +67

      @@Spicarium I think it depends on your previous gaming experience. If you're new to games then Ireland is great. If you have some experience playing other strategy games then starting off in Ireland is likely to be extremely boring. I remember when I first played CK2 and everyone recommends Ireland so I started off in Ireland, it's basically just sitting at speed 5 until you can fabricate claims and expand with nothing else to do because you're a count with no vassals or anything. I found playing as William the Conqueror a much more interesting but still noob friendly experience.

  • @ArloStuff
    @ArloStuff 3 роки тому +6722

    When it comes to the concept of tutorials, absolutely nothing is worse than when the game just tells me where to click without making sure I know why. I rarely learn what I'm supposed to, but then the game moves forward entirely assuming I understand everything perfectly now. I'm easily overwhelmed by too much information--especially visual information like numbers and symbols and menus and such--so that kind of teaching is a surefire way to confuse the heck out of me.

    • @microdavid7098
      @microdavid7098 3 роки тому +152

      Ui's are a difficult thing to do. One of my least favorite things to do in general. But it's better not to have a tutorial at all. Unless you have a concept that truly needs one. Most trailers don't have overwhelming UI's too. So this could be easier.
      Also, Arlo, I didn't know you were a GMTK person

    • @rsotuyo8180
      @rsotuyo8180 3 роки тому +62

      nice seeing you here man.

    • @gerriehetschaap1854
      @gerriehetschaap1854 3 роки тому +87

      And don't forget the overwhelmingness of the tutorials in Monster Hunter! You said it yourself in your review, but it almost turned me away from the game because it was just so much, said so little and was incredibly intrusive, even though a single UA-cam tutorial of about 10 minutes set me up for 100+ hours of fun.

    • @98jiMM
      @98jiMM 3 роки тому +17

      No man's sky is awful at this. Bought the game on sale, but was so bored with the tutorial I never picked it up again

    • @frostphorus4544
      @frostphorus4544 3 роки тому +14

      Arlo, response video on ideal tutorial for pikman 4?

  • @cole_smith50
    @cole_smith50 2 роки тому +472

    It’s like playing mafia with ur friends. once they understand the sheriff, doctor, and mafia, you can add more roles to make a complex game more enjoyable and accessible

    • @torgranael
      @torgranael 11 місяців тому +5

      Isn't Mafia a GTA clone?

    • @starmano34
      @starmano34 11 місяців тому +38

      @@torgranael No it's among us but in real life

    • @torgranael
      @torgranael 11 місяців тому +5

      @@starmano34 Ah, a Werewolf clone.

    • @Augmentate
      @Augmentate 11 місяців тому +36

      @@torgranael Mafia was first actually, Andrew Plotkin changed it to Werewolves in 1997

    • @user-kx8pu6ys5i
      @user-kx8pu6ys5i 11 місяців тому +10

      ​@@torgranael werewolf's a mafia clone

  • @zs4760
    @zs4760 2 роки тому +689

    Something interesting I was waiting to see pop up was learning styles such as "visual" "aural" "kinesthetic" and so on. It was a big part of a research project I did for making digital anatomical models for uni students and early on in development I was always trying to cater to learning styles. That is until my supervisor pointed me towards some learning theory and pedagogical studies that indicated that the way we learn best isn't dictated by some magical style. It turns out learning style theory is quite baseless (it was initially just an observer's guestimate of how children responded to different objects in a classroom), but we prefer learning through the medium which communicates the information most effectively. Taking this perspective to my project led me to ask questions of "how is the information best conveyed" rather than "how would 'x' learner student respond to this". So sometimes a visual aide is just intrinsically *better* than text, and conversely a quick splash of text can do much better than a busy visual!

    • @VicodinElmo
      @VicodinElmo 2 роки тому +71

      I’m so glad we moved away from that kind of style. I’m a former secondary school/college (the British sense of the word, ergo not university) teacher.
      My teaching degree (PGCE) was completed just over a decade ago and the tutors were OBSESSED with visual, aural, kinaesthetic, etc. and I found it to be such…well, it was kind of bollocks. I had to accept it as that was the pedagogical wisdom at the time but it was only a couple of years after I finished that, a friend of mine did their teaching degree. However, they mentioned that the syllabus made very little reference to those learning styles during their experience.

    • @LetsPlayCrazy
      @LetsPlayCrazy Рік тому +41

      wanted to point out that learning styles are... mostly baseless.
      Thank you for saving me that block of text ^^

    • @MrRobotman
      @MrRobotman Рік тому +18

      There's a Veritasium video about this: Where he asks people to memorise some pictures on some cards, but the people who remembered the most weren't so-called "Visual learners". Instead, they were people who employed memory techniques.

    • @etistyle96
      @etistyle96 Рік тому +2

      and what did you found ?

    • @JohnnyYeTaecanUktena
      @JohnnyYeTaecanUktena Рік тому +3

      To be honest i prefer when games show not tell as in by level design or being really subtle such as the one for Super Metroid like how you are taught how to wall jump for the first time you mimic bird creatures that are in the back ground. And in A Link to the Past there is literally no tutorial and if you need any hints look around you as it is literally built into the level design of the game itself unless you are doing things out of order which you can after the first dungeon but point is i believe a great game teaches you as you play but is not letting you know that it is teaching you.
      Its what makes old games actually fun compared to games these days especially RPGs (Looking at you Xenoblade chronicles 3 I DON'T WANT YOUR FUCKING FORCED TUTORIALS). Like even if i never played a fucking RPG in my life i don't want a Tutorial being forced down my fucking throat especially one that pretty much is 3 hours long like I DON'T GOVE A FUCK LET ME FUCKING SKIP THESE FUCKING THINGS. Yeah Tutorials in RPGs are fucking long if you can't skip them, its like "WHAT AM I PLAYING YUGIOH?" i am not going to read the fucking invasive useless text and forced combat especially since i am not going to fucking remember it anyway as i am UNFUCKINGINTERESTED in anything a fucking tutorial has to say unless i search for it myself
      Like sure i get wanting new players not missing out on how the controls work but GIVE A FUCKING OPTION TO SKIP THEM

  • @Coca
    @Coca 3 роки тому +1967

    “Tell me and I forget, teach me and I may remember, involve me and I learn” - Xun

    • @diablo.the.cheater
      @diablo.the.cheater 3 роки тому +30

      So much wisdom in very few words, amazing.

    • @columbus8myhw
      @columbus8myhw 3 роки тому +32

      Xún Kuàng (also known as Xúnzǐ), c. 310 - c. 235 BCE

    • @bfish89ryuhayabusa
      @bfish89ryuhayabusa 3 роки тому +65

      That's why I got good at math. I couldn't memorize stuff like everyone else, so I had to understand it by playing around with it. Then I could write out formulas because I knew why they were they that way, and only had a few things to memorize.

    • @Madderthanjoker
      @Madderthanjoker 3 роки тому +14

      "Spank the flank" - Sun Zthu

    • @nekowatt2402
      @nekowatt2402 3 роки тому +11

      That can honestly applied to everything. A lot of people still fail at things simply because they are only told things and said "teachers" blame it on them for not doing it well or not at all.
      Case in point me, I have ADHD and for a long people have always been "Do this, do that", " Stop being lazy", and etc. but never go hands on with me and naturally I end up not following up on such things.
      Interestingly as well, I actually can learn fast and well and can perform very well and those are the time where I get involved in it. I'm a decent artist because of drawing lessons I had, I'm pretty good in certain videogames because well I play them and etc.

  • @HYLOBRO
    @HYLOBRO 2 роки тому +3696

    I love the portal 2 tutorial
    “Press A to speak”
    *jumps*
    Got me so good the first time

    • @IceSpoon
      @IceSpoon 2 роки тому +682

      "ok...or you can jump. Ok, that's uhm...yes that's fine"
      I knew it wasn't going to be like every other game just by that one single action.

    • @dmen7280
      @dmen7280 2 роки тому +316

      Yeah I was like: "wait isn't she supposed to be a silent protag- lmao I jumped, okay game you have me"

    • @LinxinMusic
      @LinxinMusic 2 роки тому +144

      I did not even realize that that was teaching you how to jump

    • @usualunusualkid7149
      @usualunusualkid7149 2 роки тому +22

      that was space

    • @HYLOBRO
      @HYLOBRO 2 роки тому +100

      @@usualunusualkid7149 On controller it was "a".

  • @WalidsTube
    @WalidsTube 2 роки тому +360

    I love the suggested idea of rethinking game modes to "from simple to complex" as opposed to "from easy to hard". (maybe combine both)

    • @JohnBread69
      @JohnBread69 Рік тому +15

      I know people who might feel insecure about selecting 'easy' difficulty (moreso when they already play games regularly) when trying out complex games or new genres and it results in them being unable to learn at their own pace at higher difficulties and dropping the new game altogether
      That would be a welcome change so I could play some of my favorite games with my friends after they properly learn without feeling like I'm dragging them around

    • @kendo695
      @kendo695 10 місяців тому

      a video about tutorials, he wasent going for likes when he came up with one!

  • @confusedcaveman6611
    @confusedcaveman6611 2 роки тому +187

    No mention of factorio
    Game is just like "Here's the best game ever, figure it out your damn self goodbye"

    • @MannIchFindKeinName
      @MannIchFindKeinName 2 роки тому +32

      Try dwarf fortress. After years i finally got a hang of it a few weeks ago xD

    • @DroCaMk3
      @DroCaMk3 2 роки тому +14

      But there's a great free-to-play tutorial/demo with lots of very helpful tips and tricks!
      But you definitely got the "best game ever" part spot on!

    • @madlarkin8
      @madlarkin8 2 роки тому +12

      Dude, thats WHY its the best game ever. A step by step guide would just devalue the experience.

    • @katxiii3660
      @katxiii3660 2 роки тому +33

      Factorio has a pretty good tutorial imo. It has you start with the basics of mining, smelting and inserters, and slowly moves on to simple base defense, automation of crafting (the basis of the entire game) and then making science, before dropping you into a destroyed base and letting you relatively off the leash and research decently far into the first two sciences, and introducing trains, one of the most important ways of transporting items in the game, without really being too overwhelming. The tutorial is honestly great fun and doubles as a demo. It gets you just far enough that you understand the basic concepts of automating smelters, crafting and research, and pollution and the biters, and then cuts you off before you reach the truly complex parts of the game so you can go into those things in the full experience.

    • @rukna3775
      @rukna3775 2 роки тому +1

      apart from the trains, factorio is very easy

  • @brenndelta5239
    @brenndelta5239 2 роки тому +1289

    You fool, you just gave Paradox a reason to turn everything into a DLC

    • @hariprasad8814
      @hariprasad8814 2 роки тому +135

      They'll release a dlc for unlocking the lifestyle perks and another one for the CASUS BELLI option and people will still buy it

    • @DiselSun
      @DiselSun 2 роки тому +7

      New EA games rising?

    • @twigjuice9240
      @twigjuice9240 2 роки тому +7

      they already have a reason

    • @sergeantdornan3833
      @sergeantdornan3833 2 роки тому +6

      Noooooooooo
      Jokes on you ima mod it for FREE!

    • @DoctorCBT
      @DoctorCBT 2 роки тому +6

      @@DiselSun not even close

  • @graysongdl
    @graysongdl 3 роки тому +1695

    "Blindly following instructions just isn't a very effective way to learn."
    This is what pisses me off about coding tutorials. They tell me what to type, but not what any of it means.

    • @Muskar2
      @Muskar2 2 роки тому +170

      I always speculated that coding tutors who just told you what to type didn't truly know how it worked and were actually just copy-pasting and tweaking behind the scenes. But to be fair, I haven't stumbled upon that many since there's so many better tutorials out there that actually show you how stuff works. When you first learn to code you mostly need to learn basic syntax for the programming language and how to debug and test your code. And some background info on lower level languages can also drastically increase your understanding after that. But once you got that down and need to learn libraries, tutorials that just show example code can give you a lot of clues about how the libraries work.

    • @cupriferouscatalyst3708
      @cupriferouscatalyst3708 2 роки тому +49

      I feel that way about most game design software I've used in school. I can make pretty neat things in Unreal Engine, but it's only because I'm copying and pasting blueprints from older projects. With a blank editor I'm totally lost.

    • @Mark_badas
      @Mark_badas 2 роки тому +12

      That's why I always mess around with code a bit to see what happens to understan what it does.

    • @s--b
      @s--b 2 роки тому +9

      I wish I could like this twice

    • @steampunknord
      @steampunknord 2 роки тому +9

      There's a book that I have that actually tells you why a certain part of code works, in an interesting way too.
      The only problem is that it was outdated before I was born cause it focuses on code from the mid and early 90s.

  • @FlameUser64
    @FlameUser64 2 роки тому +251

    I actually sometimes have a problem with drip-fed tutorials, and it's when a game has times where you _could_ make use of a mechanic if you had access to it, but your options and opportunities are limited artificially because the game hasn't given you the tutorial for it yet. Persona 5 Strikers is a good example of a game that falls victim to this at the very beginning, because you start the first _real_ level without the ability to use cover points or ambushes, instead relying on manually placing yourself outside of an enemy's line of sight and waiting until they turn around before quickly running into them from behind to get a back attack. This makes the beginning of the game _way_ harder until you're finally given the ability to use cover points, at which point that same intimidating opening room becomes a cakewalk. Maybe this is intended in that game's case.
    An even better example is the combat systems that Tales of Berseria insists on dripfeeding you throughout the entire game, making the combat linear, boring, and restrictive until the game finally deigns to give you its actual depth piece by piece after certain boss fights. It can be frustrating not having the option to just turn those tutorials off or tell it to give them to you all at once at the beginning so you can fully experience the _entire_ game rather than being effectively gimped until the last third. I actually have an oddly similar problem with games that lock cosmetics behind story progression (for example, modern Pokémon games): by the time you can actually make your character look the way you want them to look, all the cutscenes that would really emphasize those looks have already been and gone.

    • @AramatiPaz
      @AramatiPaz 2 роки тому +2

      I have this problem with Magicka.
      I get stuck in a level and can't go up. What would help me a lot was a speels that'd be unblocked later.
      I could unblock speels on multiplayer, except that my sister always get the speels before me.

    • @charlespentrose7834
      @charlespentrose7834 Рік тому +11

      I feel you, it's particularly irritating in a new game plus when you've got to wait to use key game-play elements until you've reached a certain point in the story and watched the bloody tutorial.

    • @nemohimself2580
      @nemohimself2580 Рік тому +5

      ​@@charlespentrose7834 the biggest offender I've played recently is Fallen Order. They even added an NG+, but all you keep is cosmetics and such, no powers. Not even the points you spent on powers previously.

    • @theresnothinghere1745
      @theresnothinghere1745 3 місяці тому +2

      Yeah a drip fed tutorial approach can work well if the mechanics allow it, but the truth of it is that's just not always the case due to most games not really being designed to be compelling when many of the features are yet to be added.

  • @hallwaerd
    @hallwaerd 8 місяців тому +5

    I’ve been playing Splatoon 3 recently and I love the way they use the story mode campaign as a tutorial. Splatoon may not be a city builder, but it is a team pvp game, which means you’ll inevitably lose over and over again during the process of learning the game, and that can be frustrating. By having a single player campaign with levels that focus on a single mechanic at a time, almost treating it like a puzzle game, players are slowly but surely introduced to and made familiar with the many, many mechanics the game contains, all while being led along by the promise of story progression.

  • @Jamandabop
    @Jamandabop 3 роки тому +793

    When I saw this video, my immediate thought was:
    "How far in before he mentions Portal?" The answer was pretty quickly. 2:16

    • @jasonreed7522
      @jasonreed7522 3 роки тому +93

      Considering Portal is 90% tutorial, it is basically guaranteed to appear in any video about tutorials.
      The other 10% is pure comedy.

    • @Havron
      @Havron 3 роки тому +63

      Portal remains the prime example of how to do a tutorial completely organically. It is a rare case of, IMHO, a truly perfect game.

    • @nepunepu5894
      @nepunepu5894 3 роки тому +12

      @@Havron *truly perfect tutorial

    • @AlexanderTBratrich
      @AlexanderTBratrich 3 роки тому +11

      That Portal music at 1:24 already gave me a slight nostalgia-kick

    • @penguindood8315
      @penguindood8315 3 роки тому +3

      Every video I expect to see Into the Breach and Slay the Spire.

  • @sator_project
    @sator_project 3 роки тому +1877

    Fyi, the set of all Real Games is contained within the set of all Complex Games.

    • @jeremyshere5942
      @jeremyshere5942 3 роки тому +38

      Yes yes and more yes my brain is blown

    • @crimsoncyclone
      @crimsoncyclone 3 роки тому +223

      Which can then be subdivided into the sets of Natural Games, Whole Games, and Integer Games.

    • @tommo7802
      @tommo7802 3 роки тому +112

      @@crimsoncyclone You can bring them together to get a countable amount of rational games

    • @Jimidmih
      @Jimidmih 3 роки тому +87

      @@tommo7802 And for any real game you can even find an infinite sequence of rational games converging to it which thankfully means you don't have to play uncountably many games to experience them all, you've just got to play all the rational ones

    • @matesafranka6110
      @matesafranka6110 3 роки тому +90

      People complain so much about Linear Games, but once you understand determinants it gets a lot easier

  • @PowerOf47
    @PowerOf47 2 роки тому +52

    Following that, you also need to have the ability for old players to not be dragged down by the tutorial, In the Civ V example it's good and all that the complex tools got re-added eventually, but that probably pushed off some veteran players. Along with that you got games like Pokemon. All in all, their tutorials are pretty good for first-time players, however many people who've played since rby or even those just doing a repeat playthrough really suffer through the 2 hours of talk to the professor, get the pokemon, pokeball tutorial, learn how pokecenters work, "hi im your rival," look at the box legendary, here's the first gym, you need this kind of pokemon to beat the gym leader, so on.

    • @filiaaut
      @filiaaut 10 місяців тому +5

      Pokemon has a little more issues than that, the tutorials aren't even that good for first time players. They stop at the very basics, and tend to leave out big parts of the battle system, or only mention them in vague terms such as "if you use a super effective attack/use an attack of the same type of your pokemon/have an attack boost, you will do more damage". But such vague statements don't actually help you to decide if, against a certain opponent, you should use a STAB attack that isn't super effective or should use a non-STAB super effective attack, for instance. They give you the actual numbers in math class in scarlet/violet, but I think it is the first time the info was actually easy to find in the game.
      Of course, it's not information that you need right away, but not giving it at all does the game a disservice. In truth, that kind of information is completely unnecessary, because in a lot of cases, you can go really far in the game, and even win it, without understanding much about the combat system. But that's also a bad thing. Sure, young kids won't mind and will be very happy to crush champion after champion with overleveled pokemons, but older newcomers to the series will quickly realise that any attempt to actually learn the subtleties of the system are useless, and because they don't need to put it to practice, it's much harder to remember. So they end up being dissatisfied of the simplicity of the battle system that they experience, knowing it could be better than that, but unable to grasp the most complex mechanism because the game isn't interested in teaching them all that much in game.
      Putting all the basic info in extremely detailed and unskippable form in the beginning, and then barely anything sprinkled among random NPCs for the rest of the game is really not ideal, for anyone. It's probably not easy to accommodate such a large and diverse audience, and they have been trying some stuff, but so far, it isn't particularly effective.

  • @sagyus
    @sagyus 2 роки тому +48

    I 100% agree with the intuitive suggestion. I hate reading through text walls, so I'll often skip tutorials and fumble around trying to figure it out. It's how I learned AOE, Civ and Total War. I've missed some important mechanics in all of those, but it was a whole lot more engaging and I don't regret it!

    • @jensenraylight8011
      @jensenraylight8011 11 місяців тому +2

      forget about the in game tutorial, it was useless.
      Always Watch a beginner guide on UA-cam and read tips on Reddit.
      it's easier to watch a demonstration video, and supplement your game knowledge with Tips from other player.
      never play the game head on without informing yourself first
      it will let you get up to speed 200x faster than having to follow the tutorial without any context.
      basically you'll be able to get 60% of the game mechanic by watching a single 20 Minute video. which is crazy fast.
      Zero Frustration, zero stress.

  • @SuperWiiBros08
    @SuperWiiBros08 3 роки тому +2046

    I wonder how a game directed by Mark Brown could be like

    • @linkthepig4219
      @linkthepig4219 3 роки тому +28

      Epic

    • @boiboi7717
      @boiboi7717 3 роки тому +74

      "in-tresting"

    • @JoaoGuilherme-fg5by
      @JoaoGuilherme-fg5by 3 роки тому +6

      Perfect

    • @imyarek
      @imyarek 3 роки тому +120

      Probably not that good otherwise he would already be making games.

    • @georgeterme
      @georgeterme 3 роки тому +262

      Critics and artists usually are not the same thing. I dont know if this applies also here

  • @tomshraderd4915
    @tomshraderd4915 3 роки тому +279

    As someone who loves complex games, I agree that their tutorials are often an absolute chore. So much so, that most of the time I don't even bother with them - I just watch a bit of a let's play of the game, see how the game works and the thought process of someone experienced, and then I jump straight into the normal game. If there's anything I don't know after that, I usually either try to figure it out on my own or look it up in a wiki/forum.

    • @rand0m508
      @rand0m508 3 роки тому +58

      I think part of the problem is that these games attract players that share your mindset - they learn how stuff works by just fucking around with it. However, these games definitely lose many other types of players because they're not used to teaching them

    • @raffaelsteinmann7296
      @raffaelsteinmann7296 3 роки тому +8

      Yeah, that's how I do it but a solid tutorial could work wonders. I for one thought that the CK3 tutorial was pretty decent tho.

    • @fbi8801
      @fbi8801 3 роки тому +30

      Yah I remember playing civ6 and got tired of the tutorial because it felt so linear. When the game actually started I didn’t know what to do so I built up my army as quickly as possible and attacked one of my neighbors who turned out to be the strongest civilization on the map. When I declared war I had just unlocked a catapult when the war ended I had finish building my first catapult and had lost my entire army. The game never taught me how to not fall behind and how to manage my resources. Every civilization around me was so ahead that when I had canons they had planes when I had planes they had apcs and when I had apcs they had death robots. The only reason I didn’t lose was because I stayed isolated and allied with some strong allies by giving them resources. Which then made me poor and lead to revolt which made me make more troops to fight them and just spend all my time trying to not lose. Every new city I would build would always fall way behind and I wouldn’t know why. While all my neighbors had 8 city’s that were all doing amazing I only had 3 which 2 of where useless. Another country eventually declared war and killed all my units that I had belt up for 70 rounds with one 1 apc.

    • @thecompanioncube4211
      @thecompanioncube4211 3 роки тому +29

      @@fbi8801 ok... This has to be the funniest re-enactment of a real world country falling behind in technology and money in general

    • @kiwi3085
      @kiwi3085 3 роки тому +15

      Yeah but the problem with this is you had to look outside of the game in the first place to learn how to play the game itself. Games should teach you how to play them rather than going to someone else who's played 5000 hours and then following up with wiki homework. There's a reason why people find it so hard to get into grand strategy games like these.

  • @Meuduso1
    @Meuduso1 Рік тому +22

    Honestly, I absolutely looove figuring games out by myself. A tutorial is good for giving me the basics but finding out other stuff by myself is something I enjoy a lot, even when I eventually have to look up a specific guide or learn it from someone else. Quite love doing that

    • @trustytrest
      @trustytrest 10 місяців тому +1

      That's just a tutorial but not in-game.

  • @marcianoacuerda
    @marcianoacuerda 2 роки тому +28

    I remember when I started playing cities Skylines. And I had a traffic jam that I could not fix, nothing worked. So I went to the internet and found that there was whole community of players researching how to fix it. There was a huge wiki on roads and jams, and different practical and theoretical solutions.
    I went and tried a couple and then ran out of money, had a lot of fun though.

    • @cosmosyn2514
      @cosmosyn2514 10 місяців тому +5

      "just one more lane i promise it'll fix the traffic"

  • @dinopoloclub
    @dinopoloclub 3 роки тому +563

    Thanks so much for the Mini Metro shout out! It was an interesting design exercise in trying to blend the game's minimalist UI with rolling out info to the player at a gentle pace and we are so lucky that it ended up working out so harmoniously. Great video as always!

    • @GMTK
      @GMTK  3 роки тому +88

      Thanks!

    • @jetstreak2786
      @jetstreak2786 2 роки тому +4

      "gentle pace" Is your game intended for children?

    • @king999art
      @king999art 2 роки тому +55

      @@jetstreak2786 haha you played it? Things get hectic quickly

    • @MrGreyWolfAlpha
      @MrGreyWolfAlpha 2 роки тому +67

      @@jetstreak2786 Since when is the word gentle exclusively associated with children

    • @FUZxxl
      @FUZxxl 2 роки тому

      Will your new game be available on Linux, too?

  • @RannonSi
    @RannonSi 3 роки тому +376

    Some things I really dislike in tutorials is when they show me everything but restricts my movement, sometimes it removes the context for me, the other one is the pacing of the tutorial, when it's so slow that I get bored out of my mind.

    • @mekannatarry1929
      @mekannatarry1929 3 роки тому +23

      I get that, because how does it make sense to NOT let the player experiment with the mechanics you're teaching them in the beginning, it's what they'll end up doing and part of what will have them understand in the end, so why restrict them?

    • @rickvanleeuwen9589
      @rickvanleeuwen9589 3 роки тому +54

      If you want a player to learn how to jump you shouldn't lock them in place until they hit the button. You should make sure the path is elevated so you can still run around but if you want to continue you'll have to jump. I believe the same applies to most game mechanics

    • @gettingshotsomeonesgonnapa8635
      @gettingshotsomeonesgonnapa8635 3 роки тому +24

      @@mekannatarry1929 most games do this:
      *Has a very long tutorial, split into 16 parts, each of them telling what a button does, but when its teaching you about the population panel, all other buttons disappear. You get the idea.*
      "Have fun memorizing every button, where they are, and what they do."
      Seriously though. I learn like this: "hmm, the strange button next to the rabbit button is food. Got it." Not like this: "hmm, the tutorial is over. I remember exactly what it said and what everything does. I have superhuman memory afterall."

    • @sircaballero
      @sircaballero 3 роки тому +4

      @@rickvanleeuwen9589 pretty much this. It ties in to teaching the play WHY to do an action rather than just how.

    • @dennislp3
      @dennislp3 3 роки тому +14

      Speed is what kills it for me about 70% of the time...the other 30% is loss of control. The only time loss of control doesn't bother me is when they integrate the tutorial into a dream/story/experience sequence where it's more like a quick time event thing where a lot of your time is spent focusing on the story unfolding and you interact with it a little. That also tends to help with pacing a ton.
      Many games really need to implement speed/difficulty options in their tutorials (Don't play many games? Click here....game every day? Click here...etc) I want to quit a game and play something else when I have to go through a 20 minute tutorial where my agency is practically nothing and I have to have some narrator tell me super basic things for half of it that could be said in about 30 seconds.

  • @TheFansOfFiction
    @TheFansOfFiction Рік тому +25

    Also, do not restrict access from menu options (like music/sound controls) until the end of the tutorial, especially if your tutorial spans multiple levels

  • @milk-dog
    @milk-dog Рік тому +13

    This is honestly why I usually only pick up these kinds of games if my friends are into them. Games like this are easier taught by a friend, especially in games like EU4 that have mechanics that will only slightly hamper you if you ignore them in the early years, so that way you can learn the fun bits early and get a feel for stuff like development, buildings, and estates later as you play and explore.

    • @dovahkiin53839
      @dovahkiin53839 10 місяців тому

      Yeah. Dwarf Fortress is normally a nightmare to learn, but with my dad, a longtime player, over my shoulder for the first few hours, I was able to pick up the basics easily enough and figure out more complex systems slowly, at my own pace, with both the wiki, in-game resources, and just expirimentation.

  • @Stetofire
    @Stetofire 3 роки тому +400

    19:03 "I have the attention span of a six-year-old child"
    - Man 20 minutes into a deep-dive on what makes a good tutorial

    • @omegabet3912
      @omegabet3912 2 роки тому +22

      I mean, some six-year-olds do that.

    • @OhNoTheFace
      @OhNoTheFace 2 роки тому +6

      That started said tutorial basically stating he gets bored if the game is not jingling keys in his face

    • @Puremindgames
      @Puremindgames 2 роки тому +9

      @@OhNoTheFace I'd rather have jingling keys than 20 pages of text.

    • @OhNoTheFace
      @OhNoTheFace 2 роки тому +4

      @@Puremindgames Yeah that is a lot of people nowadays

    • @Puremindgames
      @Puremindgames 2 роки тому +9

      @@OhNoTheFace I don't know anything about that, but I just learn better through kinaesthetic learning, it's why Science was my favourite and best subject at school, and why I'm surprised I even got a GCSE in English or Religious Edication(especially RE since I answered like 3 Questions one of them being my Name, I guess to get U I'd have had to not answer anything).
      Give me the keys and talk me through it, don't throw the 500 page manual at me and expect to remember anything by the time I reach the end, because chances are I'm turning the game off and playing something more fun, like FFII.

  • @Aderon
    @Aderon 3 роки тому +545

    One thing that Ghost of Tsushima did that I really appreciated was that every time you picked up a tried some new lethal ghost tool, you would get a cutscene that explains why such a tool is dishonorable, followed by Jin apologizing to his uncle for feeling that he needs to do so to defeat the mongols.
    There's a lot of emphasis in games on tutorials explaining mechanics, but I believe there to to a lot of room to explore with games that attempt to explain both the lore of the world and the rules of the world at the same time.

    • @octolockg5059
      @octolockg5059 3 роки тому +7

      Gonna play this on my birthday in 2 weeks. Can't wait.

    • @_AN203
      @_AN203 3 роки тому

      Same as EVE Online

    • @gettingshotsomeonesgonnapa8635
      @gettingshotsomeonesgonnapa8635 3 роки тому +2

      But can you still use it?

    • @programmingcafe7571
      @programmingcafe7571 3 роки тому +9

      @@gettingshotsomeonesgonnapa8635 yea

    • @giulianotomarchio6662
      @giulianotomarchio6662 3 роки тому +12

      Yet there aren't major consequences for using them (beside explaining why the ending happens...). You are considerate "Dishonored" even if you never use them after the tutorial; ore you can exploit them without consequences. Love the game, but was kind of let down by this.

  • @ramanchaudhary2518
    @ramanchaudhary2518 Рік тому +2

    I like how you referred to older segment of the video to keep viewers engaged, 6:29 to 7:19

  • @FatherGeng
    @FatherGeng 2 роки тому +9

    Project Winter teaches in a manner similar to what you mentioned at around 7:40.
    They have a "Basic" mode that is the actual game, just stripped of the more complex parts. It's the exact same game, just simplified to help beginners understand the core mechanics before they start worrying about the differences between less important game features.
    Speaking as a beginner to that game, I found it INCREDIBLY useful, and it's the only reason I didn't quit that game from being too overwhelmed at the start.

  • @shmookins
    @shmookins 3 роки тому +143

    It would be great if games also had a 'welcome back' tutorial. We've all came back to a game having no clue where we are, what we are supposed to do, or how the controls work.

    • @takatamiyagawa5688
      @takatamiyagawa5688 3 роки тому +17

      I feel like Space Engineers does, except it's always on.
      Every couple of minutes it'll pop up a box reminding you how to do something basic, like move, fly, or refill your hydrogen. Useful if you've forgotten how to play. Little bothersome if you've been playing it a few days and would rather it work up to something more advanced and useful.

    • @AndreiFierbinteanu
      @AndreiFierbinteanu 3 роки тому +16

      Yes, this, so much this. And also a way to leave yourself notes. I tried getting back to a CK 3 campaign after months, and was like: who's that, what was I doing, who are my friends, who are my enemies, aaaah, I don't remember anything I was doing when I quit the game last time.

    • @evasmiljanic3529
      @evasmiljanic3529 2 роки тому +10

      This is my issue too. Loads of games I had to take a long break for and then came back and realized I'm unable to play it because I forgot the controls, plot and so on and have no way to revisit it without restarting the game.

    • @JohnnyYeTaecanUktena
      @JohnnyYeTaecanUktena Рік тому

      I feel like that would ruin a lot of games for people

    • @skum73
      @skum73 10 місяців тому +3

      This is exactly why I have so many half finished games. I can't believe they don't all have this as an option.

  • @Orlandofurioso95
    @Orlandofurioso95 3 роки тому +593

    The "click here, yes, yes, now click there" kind of tutorials are bad and ineffective for exactly the same reason that "do this symbol manipulation, yes yes, now write this other symbol" is a terrible way to teach maths.
    Sincerely, a maths educator.

    • @GrimmerPl
      @GrimmerPl 3 роки тому +51

      This. I hate when the game tutorial is "click here, click there" when I can click ONLY on those spots. After this type of tutorial I often blank out.
      Please game devs, tell me WHY this is a good move and WHY those other moves are bad and then let me do them anyway.

    • @ince55ant
      @ince55ant 2 роки тому +9

      its a tutorial for a different game, i.e. wack-a-mole

    • @hieroprotoganist3440
      @hieroprotoganist3440 2 роки тому +2

      Strategy games are mostly clicking.
      Should they say don't click?
      Total war and civ games have pretty good tutorials.
      They don't just say click,they say click here if u wanna do this.

    • @dusklunistheumbreon
      @dusklunistheumbreon 2 роки тому +48

      @@hieroprotoganist3440 It's how you present it.
      Explaining the *what* isn't as important as explaining the *why.* Telling a player "Put X at Y" isn't doing anything useful for later on. "Put X at Y, here's why" is better, but still doesn't really explain much. "You need Z, which can be gotten with X [highlight X]. A good place to put X is at Y, because A." is much better.
      Instead of saying "Build a storage building here", a much better way to put it is "You'll need more resource capacity to build that temple you're trying to make, the storage building can be used to increase your capacity. It's a good idea to place storage buildings near where resources are gathered so that your workers don't waste as much time walking back and forth." You explain what they need to do, why and when they need to do it, how to do it, the best way to do it, and _why_ that's the best way to do it. Saying "Do X" only tells them what to do. It doesn't tell them when they should do that action again, or why they did it, or how it helps them.

    • @hieroprotoganist3440
      @hieroprotoganist3440 2 роки тому +4

      @@dusklunistheumbreon This is literally how total war tutorials are and civ 5 and 6 .

  • @Ali009Ahmed
    @Ali009Ahmed 2 роки тому +74

    By the way, Civ V's approach of breaking up learning works extremely well even if you start the game with the two major expansions activated (like I did).
    This works because there's a good gap between introducing the mechanics of each expansion. The base game is learned in the early eras. Gods and Kings introduces religion mechanics which only come into significance far later in history (and are also not necessary to learn).
    Finally, Brave New World is introduced when you're in the Modern Era and have already played a campaign for around ten hours. In my opinion, it's elegantly structured.

  • @KatieGimple
    @KatieGimple 7 місяців тому +2

    I think a big part of the difficulty with designing a tutorial in complex strategy games is that most of the enjoyment comes from how all the different systems interact, and if you try to spread the mechanics and tutorials for them throughout the game the way you might in a puzzle game like Portal so that the player can play the "real game" without sitting through a long tutorial first, you are instead just making them play a bad version of the game.

  • @ToxicBastard
    @ToxicBastard 3 роки тому +1089

    "Tutorials are pretty good these days"
    *shows a 13 year old game*
    Damn, time do be flying by doe.

    • @leovk5779
      @leovk5779 2 роки тому +45

      00:43 Half life 2, 2004.
      Wait, WHEN?? Really?

    • @lugbzurg8987
      @lugbzurg8987 2 роки тому +18

      @@leovk5779 No, no, no... Half-Life 2 is *17* years old. Ol' Mustard was talkin' about somethin' else.

    • @garretthelvy1685
      @garretthelvy1685 2 роки тому +25

      @@leovk5779 I believe he’s referring to Fallout 3. Awesome game btw 👍

    • @Muffinmurdurer
      @Muffinmurdurer 2 роки тому +11

      @@garretthelvy1685 fallout 3s tutorial sucks shit though lmao

    • @garretthelvy1685
      @garretthelvy1685 2 роки тому +5

      @@Muffinmurdurer reasonable minds may differ. It was definitely slow paced but I at least thought it gave a good sense of the world and role playing mechanics

  • @TPandaManT
    @TPandaManT 3 роки тому +151

    Today I realized that the filter icon was depicting a funnel this whole time.

    • @SniperSpy10
      @SniperSpy10 3 роки тому +9

      a filter funnel to be specific, like what you use to make fancy coffee

    • @_narrows
      @_narrows 3 роки тому +2

      what did you and these 50 likes think it was?

    • @TPandaManT
      @TPandaManT 3 роки тому +17

      @@_narrows I couldn't place the image, but that isn't peculiar to me. Does the 9 dots that represents a menu indicate anything in particular to you? If you didn't know what a Floppy Disk was, and saw the save icon all your life in digital media (say you are 15 years old) would you presume that the icon depicts something in particular?
      Not accusing you or anything, but you could consider the filter depicting a funnel, in my case, an instance of perceived largely arbitrary icon crafting/selection. You could liken this to Playstation's X O Square Triangle, where the symbols apparently lack any innate meaning, but were purportedly designed to have particular universal application that I personally wouldn't call intuitive.

    • @_narrows
      @_narrows 3 роки тому +10

      @@TPandaManT I appreciate this quality response. Yeah that makes sense; personally I remember making the connection seeing my grandpa using a funnel while working on a car as a kid, so I suppose never experiencing something similar isn't unlikely.
      If we're thinking of the same thing, I've always interpreted the nine dots/squares as an array of button or icons, which I believe was intuitive. The Playstation buttons on the other hand, I agree. I've never viewed their intended meaning as anything more than trivia, due to the unintuitiveness.

    • @ioannisloukas4131
      @ioannisloukas4131 3 роки тому +1

      I always thought it was a vacuum cleaner.

  • @jyutzler
    @jyutzler 2 роки тому +7

    One of my favorite things about Civ 6 is that the tutorial is really basic but you are encouraged to explore the various mechanics through eurekas, inspirations, and city state quests. The world is wide open and these things give you something to focus on while you learn the ropes. As you increase in difficulty, you need to focus your attention but you wouldn't know what to focus on without trying out the various mechanics.

  • @thezdude8512
    @thezdude8512 Рік тому +1

    I'm reminded of Lobotomy Corporation's Manager's Manual, which contains almost all the information the player will need to succeed in a relatively succinct way. However, certain *extremely* important information is delivered before it relevant. I've seen people not realize that the rank of armor is immensely more important than the stats of the armor even though it's stated in the manual that they read.
    And when you started talking about repeat playthroughs giving more complex tutorials, I was reminded even more of Lobotomy Corporation, which has so much retreading of ground that it's referenced in the story. They could've stated or restated information that's more important for late-game when it actually starts to become a problem.
    It's a good idea that I haven't seen other people talk about.

  • @Kadabra_Khan
    @Kadabra_Khan 3 роки тому +559

    "Ultimately, if someone gets stuck, you don't want their only solution to be Google."
    Warframe devs in shambles lmao

    • @HigaaraEnd
      @HigaaraEnd 3 роки тому +42

      But instead they did (or let players do) something really interesting. Basically, the game lives because of the community. By making the chat the only thing accessible to everyone to gather informations, trade, befriend, etc. and creating a shitload of possibilities for everything, they made the players involved and wanting to know more, to try more, to get more. Call it lazy (and at this point, I'm sure they'd deserve it more than a bit :p ) but I find it very interesting.

    • @MartinPurathur
      @MartinPurathur 3 роки тому +12

      Tf2's potted plant is sweating

    • @Jonkiller10
      @Jonkiller10 3 роки тому +68

      @@HigaaraEnd I don't know if having a chat feature and relying on people should be called interesting. I sure as hell stopped playing because of how poorly the game explains everything.

    • @HigaaraEnd
      @HigaaraEnd 3 роки тому +15

      @@Jonkiller10 it is true that it is not a good thing for most of the audience but it makes a certain niche of players stick around. And if Warframe isn't a perfect example of a niche game, idk what is

    • @WerDei
      @WerDei 3 роки тому +6

      Also pretty much any MMORPG ever

  • @CQC_CQC
    @CQC_CQC 3 роки тому +973

    GMTK: You can use your historical knowledge when playing Civilization
    Me: *Having PTSD when Gandhi nuke my capital city*

    • @bunkmaster6998
      @bunkmaster6998 3 роки тому +27

      India doesn't need atom bomb. We have Item Bomb

    • @frizzellorri6193
      @frizzellorri6193 3 роки тому +9

      DetTerEnCE !!1!

    • @jan-lukas
      @jan-lukas 3 роки тому +46

      Me: builds the Eiffel tower, the Ruhr valley and the Golden gate Bridge in an inca city, to perfectly recreate the Inca taking over the world

    • @lolitaras22
      @lolitaras22 3 роки тому +26

      Ah yes, the "0 value interpreted as maximum bug" that became Civ's inside joke and urban legend.

    • @bravomike4734
      @bravomike4734 3 роки тому +23

      @@lolitaras22 -1 being interpreted as 255

  • @yuuisland
    @yuuisland 2 роки тому +20

    In the same vein of not assuming your players have played other games, you can't assume that your players have used external tools like google sheets. I still think using the same icon is a good choice (better than making up a new one), just make sure that players who haven't seen that icon before will still know where to go.

    • @antonisauren8998
      @antonisauren8998 Рік тому +1

      Games are really streamlined here for most part, compared to engeneer/graphical softwere, that still operates like early two thousands eurojunk. I've a dream to pass EU resolution forcing universal control scheme for everything. :D

    • @TheTrueAdept
      @TheTrueAdept 11 місяців тому

      @@antonisauren8998 that wholly depends on the genre, I'm afraid. Some genres operate on a universal control and mechanics scheme (the shooters are the posterboys for this), while others operate in their own fiefdoms (I'm looking at you RTSes, RTTs, simulators, and the like). It's the latter that is literally killing themselves because they have fandoms whose stick is basically, 'if I can't have it my way, *_THEN NO ONE WILL_* when I'm done with it!'.
      I mean, look what happened with Anno, 2205 was an experiment that was _absolutely needed_ at the time... but a portion of the player base would rather see it all *_BURN_* than have the series more accessible. Yet, 1800 is considered the second-best Anno game _EVER_ (second to only Anno 2070 for most of the fandom).

  • @seanborell
    @seanborell 2 роки тому +34

    This video feels like 40 minutes long. Not because it was boring, but instead it has so much to say and so many ideas. Loved the video.

  • @zarnox3071
    @zarnox3071 3 роки тому +521

    Dwarf Fortress has a pretty interesting take on how to do a tutorial.
    There is no tutorial. Time to suffer.

    • @drGeppo
      @drGeppo 3 роки тому +104

      I'd rather have no tutorial and read a well organised wiki (at my own pace) than having to slog through a shitty tutorial :/

    • @zarnox3071
      @zarnox3071 3 роки тому +36

      @@drGeppo Very fair.

    • @GameDevYal
      @GameDevYal 2 роки тому +29

      Dwarf Fortress leans really heavily on the real-world interactions thing Mark brings up. I've watched some streamers play it, and their plan / execution narration makes it sounds REALLY intuitive.... once you understand how the basic interface works, that is.

    • @zarnox3071
      @zarnox3071 2 роки тому +14

      @@GameDevYal Oh, absolutely. It's just that, with so many possible instructions, any interface is going to look like a mess. And the graphics certainly don't help to make anything easy to recognise to newcomers.

    • @SaHaRaSquad
      @SaHaRaSquad 2 роки тому +17

      I love how DF's help screen literally is 2-3 sentences telling you to look up stuff on the wiki. And to be fair, with a game of this complexity that's the only right thing to do. Not only because it would take an insane effort to somehow put this content into the game and keep it up to date, but also a wiki is great at letting people do stuff in their own tempo. Don't want to learn about wells for now because you've got a miasma problem? That's fine (and FUN)

  • @TheArmchairHistorian
    @TheArmchairHistorian 3 роки тому +768

    Love your videos Mark. My team and I are working on our first video game which will be historical strategy, so this video is extremely useful for us! :)

    • @KarmasAB123
      @KarmasAB123 3 роки тому +23

      How far along are you? I might play that

    • @buddermonger2000
      @buddermonger2000 3 роки тому +35

      @@KarmasAB123 Nowhere near launch yet. Released within the year or very early next year. However we do have a discord for the prototype of the game on tabletop, but the rules and rulebook are being overhauled.

    • @KarmasAB123
      @KarmasAB123 3 роки тому +4

      @@buddermonger2000 cool

    • @makirash1
      @makirash1 3 роки тому +9

      @@buddermonger2000 Anywhere I can go to track it? Love strategy games and I find Dev's first foray into it usually come with a lot of interesting changed and ideas,

    • @bobthebox2993
      @bobthebox2993 3 роки тому +12

      As a game dev student, we often get recommended gamemakers toolkit videos, I'm sure this video will be included in next years recommendations

  • @aaronimp4966
    @aaronimp4966 2 роки тому +8

    RTS guy here, amazed how much of these techniques I grew up with in my games. There's a reason our campaigns introduced one or two units at a time. Every mission was specifically designed to encourage you to use the new unit(s). The best ones would show you how the unit works by having the new guy fight his way onto the battlefield. Funny to think how easy it is to overlook good game designs.

  • @shimmianNS
    @shimmianNS 2 роки тому

    I love this channel so much; only started watching several months ago, but just about finishing backlog -- extremely meaningful analysis and discussion; makes me love games and game design more even more each video

  • @JacksonBockus
    @JacksonBockus 3 роки тому +78

    One thing a lot of games do that really helps with the learning curve is having “simple” and “advanced” configurations that change how much granular control you have over the system. So when I started playing Civ V I would just let each city automatically assign resources to production, food, science, etc., but as I understood the game better I could tell each city what to focus on, and as I understood even better I could assign each citizen to specific slots to get the precise balance I wanted.

  • @empurress77
    @empurress77 2 роки тому +456

    Great video.
    I might add a warning to, never make the "Driver tutorial" mistake.
    Never make your tutorial so hard to do, that the game is completely unplayable.

    • @argentoAFK47
      @argentoAFK47 2 роки тому +80

      Oh yeah, I think I remember that. It put you on a giant parking floor inside a building and taught you to do different maneuvers, but at the end gave you a hard requirement to do a lot of hard to pull off maneuvers all within a time limit (like a few minutes or so).
      Back in highschool someone had sneaked that game into schools computers and many school breaks were spent taking turns trying to beat that tutorial.

    • @Loctorak
      @Loctorak 2 роки тому +25

      Or if you do, have the mercy to add an option to skip a tutorial and return to it later

    • @mattdavis1475
      @mattdavis1475 2 роки тому +15

      Had this exact same problem in the Jet Set Radio tutorial.

    • @ZesTofthelemon
      @ZesTofthelemon 2 роки тому +4

      @@mattdavis1475 A lot of different games have this problem, most notably Rivals of Aether (it force-teaches you how to do shit like Reverse Aerial Rushes which are literally impossible when playing on a keyboard. Mercifully these tutorials can be skipped, though you miss out on unlocking the Tutorial Grid X, THE BEST GODDAMN STAGE IN THE GAME) and the character combo tutorials or whatever they're called in Street Fighter 4

    • @36cowboysintotalatramranch
      @36cowboysintotalatramranch 2 роки тому +10

      @@ZesTofthelemon I was 100% convinced that was gonna be a skill issue but nope there is actually a bug on keyboards in rivals

  • @docosm
    @docosm Рік тому +9

    The point you made is HUGE. I play games for fun, but also to develop my second language skill (in Japanese) and that has really highlighted how cumbersome dropping so much at once really is. I had to spend 45 minutes (probably 20 if I was native in Japanese) learning about all the features of my base, most of which I am not ready to use yet.

  • @GoErikTheRed
    @GoErikTheRed 2 роки тому +7

    My first total war game was Rome I, and I have great memories of that tutorial. It starts you off with very few decisions that you have to make, but at the same time you are playing the game right away, to the extent that I've gone back and played the tutorial again even though I had hundreds of hours in the game at that point

    • @hundvd_7
      @hundvd_7 Рік тому

      Same here.
      Then I moved on to Medieval II and it was awesome. Didn't play a tutorial because I didn't need to. It's sufficiently more complex, but similar enough to where I could apply my previous knowledge from Rome.
      Then, I tried Shogun II, and it was a mess. Struggled a bit and gave up. I'm sure it's a great game, but just no. Couldn't do it.
      And I managed to break through the walls of EU4, CK2 and HOI4, so I don't think it's because I give up easily.

  • @Rhyzal_
    @Rhyzal_ 3 роки тому +224

    16:13 "d'wah, it's a cute happy zebra"
    16:22 "oh....the zebra is pooping" 😂

    • @GMTK
      @GMTK  3 роки тому +211

      I recorded loads of footage of Planet Zoo and there was a Zebra pooping in every shot it was impossible

    • @rickvanleeuwen9589
      @rickvanleeuwen9589 3 роки тому +47

      @@GMTK But now you can use your game world knowledge in real life. Now the gameplay has taught you to block your nose near a zebra

  • @pipp972
    @pipp972 3 роки тому +166

    The Crusader Kings example is interesting, because I can't imagine any of these techniques fitting it - other than, maybe, historical knowledge.

    • @multiapokalipsa
      @multiapokalipsa 3 роки тому +40

      For me, youtube letsplays and tutorials helped me get into the game, showed me how to read the game and see the data I'm interested in

    • @Doombacon
      @Doombacon 3 роки тому +49

      Introducing UI elements slowly would make it a lot better for new players, when you start the tutorial campaign having all ui elements hidden other than the one currently being explained and the ones previously introduced would go a long way to avoid overwhelming people

    • @bobthebox2993
      @bobthebox2993 3 роки тому +33

      Thats the problem, the game wasn't made with the tutorial in mind.
      They created the game with a lot of complex features and only added a tutorial after that.
      What this video is saying, is that it's worth thinking about the tutorial while making the base game.

    • @tomc.5704
      @tomc.5704 3 роки тому +7

      @@multiapokalipsa In that case, the answer is easy -- sponsor some youtubers to make some short lets plays and tutorials

    • @falconJB
      @falconJB 3 роки тому +8

      In games like that you just need one fairly easy starting nation that players can bumble through following events and feel like they are progressing even if they don't understand all the mechanics. I never played CK much so I don't know if it has something like this but in Vicky II there was Prussia, and easy nation that was both powerful and limited in ways that made it easy to succeed at even if you had little idea about how the mechanics worked and you just followed the quest chain and tried to fix problems as they come up.

  • @mecawl
    @mecawl 2 роки тому

    Possibly one of the best videos you've done to date! Well done, truly eye-opening. Honestly made me realise why I personally have been struggling to begin playing a lot of these complex games despite being very interested in them in theory

  • @loiclejeune2877
    @loiclejeune2877 2 роки тому +17

    "People learn differntly"
    Veristatium: Are you sure about that?

    • @adult456zig
      @adult456zig 2 роки тому

      I'm more a auditory learner for music, a visual learner for geography, and for video games I'm definitely better at hands on learning

  • @_Zabamund_
    @_Zabamund_ 2 роки тому +263

    In my job I teach python to a subset of the scientific community, the reason I mention this is that many of your videos echo with me and help me in my job. Everything from accessibility and keeping players (students) engaged translates really well to online tech teaching. This is awesome content, thanks for sharing it.

    • @Narusasu98
      @Narusasu98 2 роки тому +5

      Awesome, you must be a great teacher :)

  • @jan-lukas
    @jan-lukas 3 роки тому +74

    Bad tutorials are just like school. You learn how to remember things that you don't need to know/don't understand enough to use

    • @WanderTheNomad
      @WanderTheNomad 3 роки тому +23

      Basically, schools are just bad tutorials for higher education and life.

    • @Srcsqwrn
      @Srcsqwrn 3 роки тому +12

      This got me thinking about how life coukd be if we sprinkled having to go to school throughout life instead of smooshing it in our lives immediately and for a long time.

    • @jasonfurumetarualkemisto5917
      @jasonfurumetarualkemisto5917 3 роки тому +1

      @@Srcsqwrn
      A brilliant idea. I wonder how this can be implemented.
      Something similar to homeschool?

    • @Doombacon
      @Doombacon 3 роки тому +6

      @@jasonfurumetarualkemisto5917 probably something like having work study programs periodically while in school to see real work applications for things you have been learning in class that adults are using daily.

    • @rickvanleeuwen9589
      @rickvanleeuwen9589 3 роки тому +6

      You wouldn't have to scatter it if you can make learning fun and intuitive on its own. It may look impossible but I assure you that it can be done

  • @synteis
    @synteis 2 роки тому +2

    I grew up playing a city building game called Pharaoh. It was set in Ancient Egypt and you had to progress through a series of campaigns, each of which has specific aims. You can't progress until you complete the aims of that campaign. Each campaign only has certain systems turned on. The first campaigns take much less time to play than later ones. In addition, you start out furthest back in the past so it makes sense that those early settlements have fewer systems and simpler goals while later large scale cities require many many complicated systems.

  • @cakeghoul
    @cakeghoul 11 місяців тому +1

    Clicked on this video because I wanted to figure out ways to easily teach mechanics for my homemade board games. Turns out I already do the "splitting up tutorials during gameplay" strategy, and for my current project I have a list of alternate rules that either strip down mechanics of the game to make it easier for new players or turn those mechanics up to 11 just in case there's anyone who gets insanely good at it in the future.
    The only one I didn't think of is UI design, or in my case, the design of the cards and play pieces.
    For example, the current project I'm working on is a Sonic the Hedgehog themed card game. In most games, Health=Hearts, but in Sonic games, Health=Rings. It's a staple mechanic. My project assumes all players have at least a surface knowledge of Sonic games, but in the case that they don't, I'll make a few quick-reference cards to explain Health=Rings and other mechanics.

  • @ville1735
    @ville1735 3 роки тому +204

    Dark Souls tutorials ”heres how you attack now first boss”

    • @GrimmerPl
      @GrimmerPl 3 роки тому +24

      And in this way it shows you that in this series dying is a part of gameplay/experience. Overall I really liked DS1 tutorial.

    • @TheMisterGuy
      @TheMisterGuy 2 роки тому +7

      Yeah the DS1 tutorial was great. An entire area just devoted to step-by-step moving you through, starting with a tiny room that makes sure you learn how to do simple actions, and even having you pick up and equip your basic gear. They even give you a little hint for making your (probable) first boss battle easier by teaching you how to plunge attack, though it's unfortunate that plunging on bosses is only really done in those two places.

    • @gurkenskoppie
      @gurkenskoppie 2 роки тому +3

      @@GrimmerPl As a Souls fan I have to disagree: most people expect the game to entertain them, not to be a tool to be manipulated to have fun. People generally don´t make that connection of "Combat is a puzzle to be solved with the tools I have, one of them beeing retrospection through the ability to try as often as I want to". Instead they just think: "wow, this game stinks, let´s play something better (easier)". I think the main issue with tutorializing people on a game that is about making your own decisions, is to keep peoples minds fresh and available, as they will just do, whatever you tell them to do. Fromsoftware does not like the idea, to just follow instructions, I think. Do whatever YOU want, even if its deinstalling the game.

    • @Monke-fj2qz
      @Monke-fj2qz 2 роки тому +13

      "Here's how you attack"
      "Here's how you block"
      "Here's how you dodge"
      "You heal with this thing"
      "Ok, that's it, now here's a boss specifically designed to punish your overly passive beginner's playstyle have fun!"

    • @cupriferouscatalyst3708
      @cupriferouscatalyst3708 2 роки тому +3

      @@gurkenskoppie I mean, I'm only entertained by games if I'm figuring things out, solving things or overcoming challenges. I don't expect a game to be fun if I don't put the effort in to succeed, because my idea of fun involves being faced with a problem and thinking "how do I go about this"? I think that's why I mostly play action games that are known for being "challenging"; seeing my character get chopped to bits in seconds is reassuring to me, because otherwise I often end up thinking "sure, I'm getting by so far, but could this strategy screw me over later in the game? Am I understanding these mechanics correctly?". Getting killed within a minute lets me know that no, I'm not doing it right. That's just me though, we all learn differently.

  • @timewasting7574
    @timewasting7574 2 роки тому +982

    Every teacher should watch this, not just designers.

    • @an2939
      @an2939 2 роки тому +34

      They assumed we can remember things we learned YEARS ago

    • @bojdrak
      @bojdrak 2 роки тому +74

      @@an2939 this one music teacher gave us an hour and a half talk about how we "wont be able to achieve anything in life" after we told her we didn't remember the timing of each musical note, that was great

    • @julianemery718
      @julianemery718 2 роки тому +7

      @@bojdrak how pleasant of them. 🙄

    • @spiritwildfiregaming1975
      @spiritwildfiregaming1975 2 роки тому +2

      @@julianemery718 At least they were statistically realistic if that's a plus...

    • @TavishHill
      @TavishHill 2 роки тому +40

      As a professor who studies this type of thing, you are 100% right. Not only that, I think the two fields of education research and game design have a LOT we can learn from one another to improve both fields, maybe drastically imho.

  • @Rocketwestrock
    @Rocketwestrock 7 місяців тому +1

    Not really complicated, but I like how Little Nightmares will put you in a situation where you try to do one thing that seems like it would work but actually wouldn't, and in trying to do that thing you discover a way to accomplish the same thing. It's kinda confusing, so you are like "what just happened?", but then the room you access by doing that thing will have a tutorial for that mechanic.

  • @tahirbey3036
    @tahirbey3036 22 дні тому

    Really enjoy your videos. UA-cam offered me this video while I was thinking of a tutorial for my humble game. You gave me perspective. Bests.

  • @seancrane1431
    @seancrane1431 3 роки тому +121

    Victoria II players: I got my masters in economics just to attempt to play this game.

    • @falconJB
      @falconJB 3 роки тому +14

      I found Victoria II to be the easiest of Paradox's historical grand strategy games to get into, in part because there are fairly easy to find easy countries where you can basically start out bad at everything, not really understand what any of these spreadsheets and sliders mean/do and still do OK at them.
      Prussia is a great easy tutorial nation, you are powerful, as you are likely to be largely land based, Eurocentric, and conservative you can ignore a lot of the game and the map, you have clear event chains telling you the path you most likely want to take through the game, and your pops are diverse enough to give you and idea of why they matter but homogeneous enough that mismanagement can usually be solved with a couple armies. And is you just go with the flow by the end of the game you likely have the feeling that you built a glorious empire, even if you likely will also be aware that you didn't do it by playing the good guys.
      From there you can move on to more colony based powers, then smaller more vulnerable European nations or developing nations, and finally you can install PDM and really get into it.

    • @Ramsey276one
      @Ramsey276one 3 роки тому

      LOVED THIS
      XD

    • @coot33
      @coot33 3 роки тому +3

      Yes capitalist are dumb they want to build clipper factory everywhere !

  • @bachaddict
    @bachaddict 3 роки тому +47

    small QoL suggestion: keep the game titles on screen the whole time. I often get absorbed watching the game then have to skip back because I want to know what it was (I don't play many games).

  • @infinitearcana3785
    @infinitearcana3785 2 роки тому +2

    thank you for being awesomely informative and also linking all the games and music it is greatly appreciated.

  • @Wiimeiser
    @Wiimeiser 3 роки тому +155

    "Playtest your tutorials"
    Nintendo does this. A leak of unused levels in NSMBU Deluxe has a ton of unused early versions of 1-1. The only other level that has as many unused versions is _Walking Piranha Plants!_ for some reason.

    • @SaHaRaSquad
      @SaHaRaSquad 2 роки тому +3

      I've also seen the advice to design the first level in the game last. Because at that point you know much better what's important in the later stages and are a better level designer for that game than at the start of the project.

  • @Verbose_Mode
    @Verbose_Mode 3 роки тому +22

    Interesting thing: we were having a conversation about a certain type of player at _Dungeons & Dragons_ tables: the player that never learns the game. And I think the "investment vs. willingness to learn" is really key to this. I might try to do this more often with new players.

  • @ishashka
    @ishashka 10 місяців тому +1

    I think the general consensus among Paradox grand strategy players is that the tutorials are mostly useless, and the best way of learning is having a friend show you the ropes. Second best is just jumping in, selecting one of the recommended countries, and doing what the notification banners in the top left corner tell you, which is often enough to survive a long time in a singleplayer game, while also exploring menus and reading tooltips. After a while you start getting an idea of how different systems interact.

  • @zombiedestroyer6459
    @zombiedestroyer6459 7 місяців тому

    It’s not quite a strategy game but Slime Rancher has a great UI and a five second tutorial along with intuitive mechanics like “why does my slime look like it wants to kill me?” turns almost immediately into “oh I have to feed it everyday” to “oh I can sell the plorts at the market for money”

  • @ThePC007
    @ThePC007 3 роки тому +228

    18:40 Funnily enough, Minecraft greatly benefitted from the fact that it was virtually unlearnable without Google/UA-cam, as that forced people to build a community to help each other out and thereby market the game to a greater audience.
    It may have never seen the level of success it is known for today if it included a proper tutorial or a built-in wiki.

    • @lizardlegend42
      @lizardlegend42 3 роки тому +53

      Thank god they've been adding more and more features to make it easier for new players though

    • @kibo7838
      @kibo7838 3 роки тому +67

      Honestly I'd argue it's the other way around. Because it's the sort of building game where people want to show off what they've made, a community was encouraged to be built which in turn made people googling for stuff not a problem.
      In particular, the game got somewhat popular before survival mode was created, so there wasn't anything to learn to keep people out, it was just building cool stuff, and then by the time there was stuff to be learning the community was pretty much already there.

    • @jan-lukas
      @jan-lukas 3 роки тому +33

      Also minecraft has the plus of you not having any preset goals. If you'd need to Google in the mid of a raging battle, that'd be bad, but my first minecraft world was creative to learn the controls etc.

    • @ThePC007
      @ThePC007 3 роки тому +7

      @@jan-lukas "If you'd need to Google in the mid of a raging battle" - You have no idea how tense the battles in Minecraft Beta were. But you're right, I never had to google anything during them. :)

    • @icecreambone
      @icecreambone 3 роки тому +8

      @@kibo7838 this, basically. it was already popular before survival, and even after, survival was basic enough at the start that you could intuit most of the crafting recipes. and then they slowly added more complexity, not unlike what GMTK mentioned with adding more mechanics over time

  • @billjenkins802
    @billjenkins802 2 роки тому +159

    “Well paced” while showing footage of Fallout 3’s opening vault sequence.

    • @zoromax10
      @zoromax10 2 роки тому +41

      I had the same thought
      fallout 3 intro is exactly how to overcomplicate and overextend a tutorial for a simple game

    • @chungbertflabbergast5995
      @chungbertflabbergast5995 2 роки тому +2

      Hah, I had the same thought!

    • @dexcuracy
      @dexcuracy 2 роки тому +28

      I think hbomberguy said it best, paraphrasing: "The answer to the question 'Where should our story begin?' being 'At our main character's birth' is the joke answer to that question"
      Fallout 3's tutorial is good in the sense that it probably gets the mechanics of the game across to many people.
      It just takes, what, an hour to do so (from memory)? It's insanely tedious.

    • @AndreJr9
      @AndreJr9 2 роки тому +10

      Fallout 3 opening is perfect, I didn't even realize it was a tutorial.

    • @chadvicknair4547
      @chadvicknair4547 2 роки тому +11

      @@dexcuracy Better than 4. "Where should our story begin?" "I don't know. Like 200 years before the action?"

  • @voratheexplorer6442
    @voratheexplorer6442 11 місяців тому

    I'd like to point out a very unique tutorial.
    Project zomboid has two tutorials.
    The first is labeled tutorial, and the game encourages you to play it on first launch. It primarily introduces you to the premise of isometric controls. You learn to move and navigate menus in general, you learn some of the most imminent ways to take care of your character, such as how to treat your wounds and feed yourself with what you find, and the most important part it teaches you is how to avoid conflict - you're forced to use the shout key, which attracts zombies to you, in which you learn that zombies are attracted to sound,, which if you never play the tutorial, can be the least visible mechanic. Everything from there, you learn through your own curiosity. For example, 30 days after the game starts, the grid power and water shuts down, which forces you to find some way of producing both for yourself, but by the time you're outliving the power and water shut off you're already going to be aware of the multiple solutions around it, and even if you're not the solutions are easy and intuitive
    The second tutorial is called new game, and in this tutorial dying is used to force you to think.

  • @jaxsonation
    @jaxsonation Рік тому +2

    Civilization has always looked really scary, but it doesn't take long for you to feel comfortable and in control. Watching a few videos about different things is super helpful.

  • @tapksa
    @tapksa 3 роки тому +177

    An idea for making an "easy mode" by removing some systems from the experience: if your game has some AI built in, give the player an (AI) assistant that handles some tasks. This can be integrated into the story: a king has advisers who in easy mode are trusted with decision-making, etc. If your AI can do this, you don't have to plan difficulty levels from the get-go.

    • @Gaff.
      @Gaff. 3 роки тому +20

      I find that in many of my favourite games, knowledge of the complex systems is not needed for lower-level play, but becomes all but required for higher difficulties. This means the full experience is never outright denied to the player, but they can avail themselves of it at their discretion. I remember someone from Platinum describing the medium difficulty of one of their games as a long tutorial so that the game can be replayed on higher difficulties, probably as NG+.

    • @EnteiFire4
      @EnteiFire4 2 роки тому +1

      An alternative could be to give players high-level choices. For example, there could be 2 or 3 main ways to manage your army, and you could prompt the player to choose one of them and then the AI would kick in. Bonus points if the game explains why the AI is doing (or not doing) these actions in relation to the strategy you asked them to perform.

    • @saldor0108
      @saldor0108 2 роки тому

      If I recall correctly, hearts of iron 3 had an AI option for almost every system in the game, so you could manually control what you wanted, and let an AI control the parts you didn't want to worry about.

    • @ruukinen
      @ruukinen 2 роки тому

      @@saldor0108 And in a grand strategy game that is kind of how I prefer it to be. If the AI is at least semi competent, then I as the spirit of the nation or whatever don't want to be controlling every division by hand since I have bigger fish to fry.

    • @baudsp
      @baudsp 2 роки тому

      there's a 4x called Distant Worlds that did this (with the IA being able to take over military, exploration, development...), but I haven't played it

  • @ybhandari
    @ybhandari 3 роки тому +49

    Sid Meier's Alpha Centauri exactly implements one of your suggestions. On the lowest difficulties it removes some of the mechanics, and adds them back in on higher difficulties.

    • @bohemiandude
      @bohemiandude 3 роки тому +6

      The original Theme Park did exactly the same. In Sandbox mode it just involved placing shops and rides and making a profit. On the 'hardest' difficulty you had to buy stock for said shops, manage employee union negotiations and deal in your own shares and shorting competitors.

    • @luccagiovani
      @luccagiovani 3 роки тому +1

      @@bohemiandude That's pretty cool, like if you just want to relax and build something for fun you can take those more involved elements off and there you go.

    • @Soumein
      @Soumein 2 роки тому

      Hmm, I only played Alpha Centauri on Citizen, maybe one higher when I felt spicy, but I do remember going through the menus and finding windows with no idea what they did, like the politics menu; all I ever knew what to do in there was get the Gaia symbol in the green for the chance to recruit mindworms.
      I also remember my Terraformers could build an "airbase" but directly telling them to do it, never resulted in anything being built, nor an error. Is that something for higher levels, or just the expansion.
      And now I remember one of the higher difficulty mechanics was Prototype units, right? +50% stats for being the first unit of its make on Planet? All this reminiscing kind of makes me want to pop it back in again. Locusts of Chiron, all the way.

  • @puddle.studios
    @puddle.studios Рік тому

    this actually helped me a significant amount, im making my third game which is a pretty complex platformer with alot of mechanics, i was going to try to teach the player all the mechanics in the tutorial, but now im going to try to slowly introduce mechanics like celeste does

  • @LesterFD
    @LesterFD Рік тому +1

    I'm a 90s kid. Back then I love it to just figure out how to play by trying it lots of times. It's just like real life, and you will feel really connected with the characters, because you spent quite some time discovering their abilities. I remember when games started to impose a tutorial on you. Before you could chose between game mode and training mode. Maybe it's also due to the fact that I really don't like it when somebody imposes on me what to do. But during games, and the scientific branch "game theory" supports that, it's important to learn the rules as a natural learning effect. Also I think, that these super easy tutorials neglects smart people from enjoying the game, because it's basically dumbing everything down to the smallest bit, like you said to grow the fanbase, and the sells

  • @dominokos
    @dominokos 2 роки тому +103

    AoE 2's campaign imo is a near-perfect strategy tutorial. You literally start off with a single unit that can really just move and then you slowly are introduced to more and more aspects of the game. It's crazy, AoE2 managed to teach me when I was at the age of like 5 to play the game while most other games were way too complex for me.

    • @cromanticheer
      @cromanticheer 2 роки тому +27

      I think something that AoE2's tutorial campaign does really well is keeping you invested. The hammy, jovial voice-acting and vivid illustrations of sufferin' Scots makes you care about working with the narrator and seeing this through to the end. "Of course, Mr. Scottish Narrator Man, I'll build five villagers. Anything for you and William Wallace!"
      I think that's something that other RTSes really struggle with in their tutorials. StarCraft 1 throws you into a "tech demo" for terran tech and WarCraft 3 puts you in control of orc chieftain Thrall as he wakes up from a prophetic dream. It's some nice in-universe flavoring, sure, and both those campaigns eventually become quite compelling in their own ways. But it's all rather esoteric compared to something as grounded and shockingly compelling as AoE2 telling you "here's some struggling Scots, it's your job to command and save them."

    • @SamGarcia
      @SamGarcia Рік тому

      @@cromanticheer Thrall was more relatable than AoE2 tutorial, sorry. And I hate orcs. I quit the AoE tutorial and just played Skirmish, since I already was well versed in RTS.

  • @flummox3d
    @flummox3d 3 роки тому +83

    "Make assumptions how things will work - most of the time"
    *Gandhi appears*

    • @PlebNC
      @PlebNC 3 роки тому +16

      Pacifist ideas practiced through nuclear pacification.

    • @stevethepocket
      @stevethepocket 3 роки тому +2

      Yes, thank you, Ted, that was the joke.

    • @Ermude10
      @Ermude10 3 роки тому +2

      @@PlebNC To get truly lasting peace, we just need to get rid of man.

  • @GNeves302
    @GNeves302 2 роки тому +2

    Historical grand strategy of the paradox style is probably the most reticent to implementation of the ideas put forward in the video because most of these are heavily dependent on there being a clear initial state for the game (like Civilization's first turn). I recognize there is a real need for better tutorials, but I honestly don't know to what extent the lessons from other genres can be extrapolated to such games.

  • @CharlesCinco5
    @CharlesCinco5 2 роки тому +8

    This totally convinced me that TUTORIALS in games are another serious thing to consider in the gameplay experience. Thank you for a GREAT video! Got yourself a new subscriber!

  • @pvtpain66k
    @pvtpain66k 3 роки тому +60

    9:00 the stripped down version for easier settings reminds me of the way difficulty worked in Perfect Dark. Harder settings have more objectives and expect more from you.

    • @thekidfromcanada
      @thekidfromcanada 3 роки тому +6

      Goldeneye did this before PD, but PD was just a straight up improvement.

    • @deepdarkfantasy6202
      @deepdarkfantasy6202 2 роки тому +1

      Also thief where objectives, required loot and permission to kill depends on difficulty

  • @icarusgaming6269
    @icarusgaming6269 3 роки тому +147

    We need some positive feedback too. Alerting you when you're about to do something stupid only teaches how *not* to play the game. Perhaps we could offload some of the work to a computer-controlled character to immediately demonstrate the impact of your decision without needing you to make the relevant actions to put it into motion. So after learning unit counters in a strategy game, you could be asked to synthesize it by building an army of your choosing based on a visible enemy composition. Once you're satisfied, you send them to an AI commander, who proceeds to use them in whatever way they deem optimal based on how the most intelligent AI profile is programmed. The camera auto-pans to the battle, and you get immediate feedback on how well your unit composition fared without needing to understand how to position them, time their abilities, cycle their frontlines, or any of the other micromanagement that comes with the minutia of battle

    • @cherryrook8684
      @cherryrook8684 2 роки тому +3

      Idk about other strategy games but the AI in total warhammer does not know how to use units at all other than, keep archers in the back and cycle charge cavalry units. So giving command of your units to an AI is probably not an effective visualizer of how unit counters work since all the AI does is hurl them against eachother. AI in that game has to even use blatant cheats to stand a chance against a decent player.

    • @davidolinger3948
      @davidolinger3948 2 роки тому +1

      I think that would be great for obvious things, like stuff that it makes no sense not to do cuz it’s so good should def be reinforced, maybe even with a hint at how they could improve further, only problem being the developers would need to know what’s good in their game

    • @invenblocker
      @invenblocker 2 роки тому +3

      Just don't overdo it, or you'll end up with Hop repeatedly reinforcing the fact that yes, you do indeed know about type advantages.

    • @ruukinen
      @ruukinen 2 роки тому +1

      @@invenblocker I happened to just find it funny that Hop still thinks it's amazing that I, the Pokemon champion of the Galar region, do in fact know about type advantages/disadvantages. And it's honestly designed to be played by very small kids so we as adults that happen to like those games just have to live with some hand holding.

  • @Chiater
    @Chiater 10 місяців тому +3

    My cousin used to try to get me to play Civ. I tried many times and would only make it a couple of hours before I just quit. He always said it's because I lacked patience but what I hated was how confused I felt even after sometimes 3-4 hours of play. I would do something and have no idea what impact it made and as I made more and more decisions I kept receiving no feedback or obvious results of those decisions. So glad you pointed this out and had similar issues on other strategy games! Glad it's not just me

  • @mattiafalchini1884
    @mattiafalchini1884 2 роки тому +5

    In my experience most strategy game tutorials are something like "now, with the chivalry, right click the archer to attack. Great, you know how to fight!"
    2 hours later i get pwned because nobody told me about the rock-paper-scissor, the flanking mechanic, how to quick switch units, how to effectively quick-group them and so on (like the meaning of 90% of the buttons in EU4)

    • @Loctorak
      @Loctorak 2 роки тому +1

      Yeah, I feel like they're pretty unrepresentative across the board, when it comes to the tutorial/PvP gap. Starcraft 2 made me feel like a legend when I finished the campaign, then I went 1v1 ladder and lost like 30 matches in a row.

  • @stefanjovanovicdacic1199
    @stefanjovanovicdacic1199 3 роки тому +59

    Dude, this is amazing. As a user researcher in the gaming industry, I was watching your video with happy tears in my eyes. Thank you so much for sharing this with us. I watched it 2 times in a row. Will share it 'everywhere', and will watch it at least few more times. The best bulk of FTUE and UX tips and tricks so far!!!

    • @GMTK
      @GMTK  3 роки тому +12

      Thanks for this comment Stefan!

  • @bikalimark
    @bikalimark 3 роки тому +19

    18:40 "you don't want their only solution to be google" - cries in old hardcore mc modpacks

    • @PiercingSight
      @PiercingSight 3 роки тому +6

      Heck, Minecraft vanilla was like that originally. No recipes, no achievements, no instructions, and plenty of rumors from players about untold secret mechanics.

    • @takatamiyagawa5688
      @takatamiyagawa5688 3 роки тому +2

      I recall watching a youtube tutorial for some stuff in Factorio, only to discover later it was for an outdated version with completely different recipes. Might have run into the same issue with Space Engineers, but can't remember for sure.

  • @fredriddles1763
    @fredriddles1763 2 роки тому

    Thank you for the video. Time and money can be hard to come by, making it hard to play enough games to learn these things for myself. These videos help me learn how to be a better designer more efficiently.

  • @cadenhenderson4322
    @cadenhenderson4322 6 місяців тому

    Super Mario Party tutorializes each of its several dozen minigames by automatically letting you play the game while reading the game instructions. Then once everyone has readied up, the ACTUAL minigame starts. It sometimes slows things down when someone forgets to ready up, but it's huge improvement over the first 9 entries of the series. In earlier entries, practice mode is out of the way and makes you go through the minigame cutscenes and whatnot to play instead of automatically starting for you when you load to the instructions screen.

  • @garrettallen2963
    @garrettallen2963 3 роки тому +29

    Nothing, for me, beats the tutorial in Breath of the Wild. I remember the first time I woke up in the Great Plateau, and I remember the sheer level of freedom I felt not only in how to go about my objectives, but where I would explore after being freed from the high walls. It was breathtaking stuff, and there are precious few games that instill such magic into the first hours.

    • @mandisaw
      @mandisaw 3 роки тому +10

      Nintendo makes the best tutorials / newcomer-friendly design. It's a major pillar of their design process.

    • @leetri
      @leetri 3 роки тому +6

      My favourite bit at the start was when I had to cross a large gap to get to one of the shrines. After evaluating on how to approach it, I wondered if I could use something as a bridge. Sure enough, there was a tree in range so if you cut from the right side it will fall perfectly. I didn't think about it until later, but the old man can be found cutting trees in that area, and just nearby is his logging hut with an axe. They clearly intended you to use the tree to get across because of the environment, but didn't have to stop me and say "hey, you can cut down trees to make bridges".
      I will say though, the one thing I got stuck on was how to cook food the first time. It didn't immediately click that I need to first hold the ingredients and then walk up to a cooking pot, instead of just activating the pot to cook as almost every other game does. I don't remember if the old man hints anything about cooking, but that could've been made clearer by having him sit by a pot and say something like "how are you gonna cook with no ingredients out?" That would give you a hint that you need to hold the ingredients to cook without being full on tutorial mode.

    • @SpoonOfDoom
      @SpoonOfDoom 3 роки тому +2

      @@leetri A big part of why that works is that almost everything in BOTW works and reacts like you would intuitively expect it to. Hit a tree with an axe? Of course the tree falls. Is it made of wood? It'll catch fire. Of course that includes your arrows if you hold them into a fire, why not? Congrats on your fire arrow! Are you holding a big metal thing during a thunderstorm? You bet you are being a lightning rod right now. Is it cold? Holding a flaming sword will keep you warm.
      I could probably list more examples, but it's been a while since I played the game. The point is, your knowledge of the real world translates a lot to knowledge about the game world (which, if I type it out like that, is pretty much one of the points made in the video).

  • @NitrogenDev
    @NitrogenDev 3 роки тому +47

    Another game that I think makes for an interesting case in terms of its tutorial is Darkest Dungeon. Not only that its initial learning curve is well-balanced by making players get used to the game's control scheme and mechanics through a short and simple quest (as Mark said, kinaesthetic learning), but it also slowly unlocks more and more facilities, so you don't get overwhelmed by having to manage your money, stress, and hero level.

    • @riccardodepieri4582
      @riccardodepieri4582 3 роки тому +6

      Agreed, even though in DD some of the most important strategy principles are basically left unexplained

    • @WEE9
      @WEE9 3 роки тому +1

      I think another "Tutorial" thats mentionable is the original mario game its very simple but also understandable

    • @NitrogenDev
      @NitrogenDev 3 роки тому +4

      @@riccardodepieri4582 Indeed, I was quite confused myself in the beginning with certain mechanics, for instance, with positioning my heroes.

    • @NitrogenDev
      @NitrogenDev 3 роки тому +3

      @@WEE9 Super Mario Bros.'s tutorial is practically invisible because of how well it's implemented as a level.

    • @WEE9
      @WEE9 3 роки тому +1

      @@NitrogenDev Yeah thats the genius behind it its quite smart

  • @UshkiNaz
    @UshkiNaz Рік тому

    Thank you! I am not a game developer but your videos give me many insights in my area of expertise. Thank you!

  • @blinkbright
    @blinkbright Рік тому

    One way to improve tutorials for complex games is to simply state up-front that the game a person is about to learn is complex. Doing this will establish either acceptance to continue or refusal to participate. This is a fine improvement, as you begin with trust.

  • @TheMotlias
    @TheMotlias 3 роки тому +38

    I love complex games but I'm dyslexic, 1 in 6 people in the UK have dyslexia but we're a constantly forgotten massive minority, a lot of games, particularly complex ones require reading large blocks of small text that they think is a good idea to put in god dam stylised fonts, making it take ages for me to process any of the information that are trying to give.

    • @-KreedM-
      @-KreedM- 2 роки тому

      @@loturzelrestaurant wait the books font and content is actually written with dyslexics in mind? That's pretty cool given that demigods are supposedly dyslexic

    • @Loctorak
      @Loctorak 2 роки тому +1

      Ironically, sounds like a situation where default use of Comic Sans might have been welcomed

  • @dredgalyst
    @dredgalyst 3 роки тому +250

    Persona 5's tutorial just never ends throughout the entire game

    • @mandisaw
      @mandisaw 3 роки тому +21

      Same with Portal

    • @sjjdkxjcbejsj
      @sjjdkxjcbejsj 3 роки тому +3

      How it stops at futaba palace

    • @loll2561
      @loll2561 3 роки тому +2

      After finishing p5 5 times , last year, I agree

    • @Fretoru
      @Fretoru 3 роки тому +13

      Feels more like a babysitting throughout the entire game

    • @sjjdkxjcbejsj
      @sjjdkxjcbejsj 3 роки тому +5

      @@Fretoru exactly the game is just really easy doesn't mean its a tutorial

  • @mygaffer
    @mygaffer Рік тому

    I find watching Let's Plays of these kinds of games before playing them can be huge for jumping in with an understanding of both how to play but also where the fun is.

  • @Soroboruo
    @Soroboruo 2 роки тому

    You really hit all the high points on this one. Honestly not sure if I've related to a video more than this.

  • @jeremyslather
    @jeremyslather 2 роки тому +98

    I love how game design and teaching are so closely related.

    • @marcvaldelara
      @marcvaldelara 2 роки тому

      I subbed and saved this video because i found the tips applicable to teaching in my IT related job as well

  • @platformergamedesign5286
    @platformergamedesign5286 3 роки тому +109

    I think one of my favourite tutorials are the plains levels from Shovel Knight: Treasure Trove. Short and sweet levels that teach you not just the movement but how levels work and the structure of the games plays out.

    • @cactusdip4680
      @cactusdip4680 3 роки тому +2

      Bruh

    • @daniellewasdelayed8921
      @daniellewasdelayed8921 3 роки тому +15

      During a replay, I realized just how incredible the plains levels are.
      On the second-to-last screen of King Knight's first level, there's a set of stairs with bugs atop them and a piece of gold in the wall above, along with a pit immediately to it's right with a trail of gold over it. The platform is just wide enough to be difficult to drop down on without taking damage, and you definitely want gold, so you dash into the wall, throwing you into a spin that allows you to kill that first bug. Going with the flow, you land on the next bug, showing that you're encouraged to link attacks, and through the previous screen displaying your dash returning upon hitting an enemy (which was poorly tutorialized, unfortunately), you are then encouraged to dash over the pit.
      With a small amoung of geometry, two bugs, and 4 pieces of gold, it naturally taught you the general flow of the rest of the game; dash into terrain to pogo on enemies and keep moving forward through the air.This all happens with three button presses (jump, dash, dash) and moving to the right. It taught you to get into a flow, to link attacks and platforming in a fluid fashion. It's frankly astounding how many parts of that game are set up for exactly these kinds of things.

  • @mrmichaelencke
    @mrmichaelencke 2 роки тому

    I am right on board with you about having lower difficulties having less resources to manage. That seems like a great way to make a good challenge.

  • @alienews0
    @alienews0 11 місяців тому

    your thoughts on that subject were very interesting and relevant. Thank you for the sharing ^^

  • @FounderOfGames
    @FounderOfGames 3 роки тому +84

    No amount of tutorials is gonna fix my incompotency, Mark. No matter how easy the game is.

    • @DarshanBhambhani
      @DarshanBhambhani 3 роки тому +6

      Exactly. Why are people calling Fortnite a baby game when the building thing is one of the most complex shit I’ve ever seen

    • @too-many-choices
      @too-many-choices 3 роки тому +9

      @@DarshanBhambhani it’s always the community when people talk about fortnite being bad
      i think

    • @myrealusername2193
      @myrealusername2193 3 роки тому +1

      @@DarshanBhambhani I think the idea is that anyone can pick up the game and get somewhat good at it. But then there is also some really difficult things to keep more advanced player engaged.

    • @andrewgreenwood9068
      @andrewgreenwood9068 3 роки тому +1

      same. it took until my 3rd stellaris campaign before i realized that building research buildings increased my research rate.

    • @AngelicDirt
      @AngelicDirt 3 роки тому +1

      @@DarshanBhambhani Fortnite was supposed to be more explorative and have a single player campaign... I will never let anyone mention this game without stating this, it's relevant no matter what the subject is... :/