And people are telling me that are some that are not fixated in this game? Come on guys, is a tutorial, they can be as "silly" or "dumb" as the developers want. Not everyone have been playing video-games all their lives or half of their lives.
Just make a "i played games before" option that disables all tutorials.
The option is there to leave the prompt until the action is performed and gate the tutorial based on the action
Fairly commonly used method
The take away control thing is just a big no
Already addressed.Also, I'm not sure I'd consider a controller's use "limited", with modern controllers. The controller for the Atari 2600 I had as a kid, or the joysticks I played 90s Star Wars games with, yeah, those were pretty limited, but a PS3 controller has two joysticks, four symbol buttons, four directional buttons, a touchpad, four shoulder buttons, and two hidden buttons when you click down on the joysticks with your thumbs. That's 17 individual different inputs, at least some of which aren't even visible when the controller is being held "properly", and some of them will probably be contextual and do different things depending on where in the game you are.
What you're describing is performative learning, which is different from a tutorial. A tutorial is effectively a walkthrough placed in the game with the intention of making some obvious or not obvious aspect of play as clear as possible. Some tutorials may require performance, but many do not (or have no way to "perform" them, such as understanding that a bar represents a boss' health - the only way to understand that is basically via context or an explanation - though context can typically do it much more quickly using visual and auditory cues).Are you sure you didn't need a tutorial?
Do you think Minesweeper and Solitaire were included in every Windows machine for ages for fun, or could games where the basics of their gameplay involved using both mouse buttons for different functions or clicking and dragging items to move them around and put them in boxes could have been a quiet tutorial?
Tutorials don't have to be obvious to be a tutorial. This thread is mostly complaining about being told about things that seem obvious, but things like (for example) not being able to get out of the cave at the start of Breath of the Wild without climbing an obstruction at the mouth is also a kind of tutorial, because it shows you a thing and the obvious path to overcome it, and so teaches you that the path is available to you. If someone picked up the first Mario for the first time, the visual language of Mario being on the left side of the screen and the camera being panned right (even though once you move the camera centers Mario) tells you that moving right is the option the developers want you to take, and presents you with a pit you have to jump to teach you how to jump. That's teaching, a tutorial, even if it's not written in words.
Did you not need a tutorial, or did you not see the subtle tutorial you followed until you were proficient?
Going to make a few assumptions here because I haven't seen the gameplay video since it seemingly got pulled, but let's try to establish a few things:
- The player has had a health bar up to this boss fight.
- Enemies the player has already fought have had a health bar.
- This enemy is bigger than the others and takes longer to kill.
This particular tutorial message tells you a few things:
1) This is a "boss"
2) It has "health"
3) The health is represented by a "bar"
4) The bar is located near the bottom of the screen
Now, let's also assume that people are incapable of picking up on context clues.
So let's go after those point by point:
-To point 1), if someone has not played enough games before to understand what a "boss" (or mini-boss, etc) is, calling something out as a boss tells them nothing useful. They will not know what that term signifies.
-To point 2) health, HP, etc. as a term is something we've grown used to after decades of games. The idea of health as an integer that goes from whatever to zero is silly. It always has been. Bodies and life do not work that way. You can't hit a person in the leg with a sword enough times until they're suddenly and immediately dead (thank you Spec Ops and Far Cry 5). They still would have to bleed out. So, again, the idea of health as representative of being alive or dead is inscrutable.
-To point 3) just see point 2. "Bar" isn't the best word for it, but we use it instead of "guage", which would be better. People need to understand what video game health means to understand what a health bar is.
-To point 4), the player character's health has been in the lower left. Previous enemy health has been (based on what has been said) above their heads. Oh look, we have a new, larger enemy! Their health is not above their head. Wherever could it be?
This is, of course, nonsensical. People can pick up on context.
For several dozen people, this will be their first video game. For likely hundreds (maybe several thousand) more, this will be their first action game. To them I say congrats and welcome to a fun hobby. To the developers I say trust those people to pick up on fucking context clues and let them discover even the littlest things before you railroad them into learning your way, and/or overwhelm them with enough information that they give up. I'm not even anti-tutorial or anti-accessibility; I'm all for a thorough version of the former and love what Naughty Dog has been doing with the latter and hope that more developers pick up on that trend and roll with it. I'm even for the Souls games having an "easy mode". For someone picking up a PS4 controller for the first time, there's nothing that would make them intuitively figure out that the left stick moves a character. Tell us that; that's fine! However: if you can't trust people to figure out from pre-established context that the boss's health is at the bottom of the screen, you aren't giving people the respect they deserve and aren't trusting them enough to figure it out for themselves.
Therefore I say this tutorial message is stupid and pointless. I'm not insulted. I'm not offended. I just think it's kinda dumb and kinda pointless and more can be expected of new players because they're human beings with brains that do brain things.
What a bummer.It's not about trust it's about business and internal perception of accessibility to different types of players and people.
Worth noting that pretty much everyone has played games most of their lives. Which is why obvious information frequently comes off as condescending.I don't take this stuff seriously , I think people are just giving context into why tutorials nowadays can come off a little overbearing borderlining silly to many of us who have been playing games for most of our lives.
So, two things:It can be for sure. I should have filled UR tests with my friends who would never admit not knowing something. Would have made my life easier lol.
I think the biggest UR issue I saw was with 1vs100. People didn't pres start to join the actual game once in the lobby with the initial ux flow. They just sat there lol.
This was shocking to the team as none of us had ever done this or had this issue with take home betas where close family and friends could play.
This was a huge scare as the game needed a certain amount of people to "join" for it to start. lol.
I had a few hours to come up with a solution which would not disrupt development or cause too much rework to our core systems.
We fixed it for launch but I'll never forget the shock. It's a risk we couldn't ship without minimizing.
I don't take this stuff seriously , I think people are just giving context into why tutorials nowadays can come off a little overbearing borderlining silly to many of us who have been playing games for most of our lives.
I'm really not sure where you're getting the sarcasm from. The "hmm?" was mild puzzlement/interrogation...
I'm not familiar with 1v100, but is this the equivalent of starting a game and just starring at the main menu waiting for something to happen?It can be for sure. I should have filled UR tests with my friends who would never admit not knowing something. Would have made my life easier lol.
I think the biggest UR issue I saw was with 1vs100. People didn't pres start to join the actual game once in the lobby with the initial ux flow. They just sat there lol.
This was shocking to the team as none of us had ever done this or had this issue with take home betas where close family and friends could play.
This was a huge scare as the game needed a certain amount of people to "join" for it to start. lol.
I had a few hours to come up with a solution which would not disrupt development or cause too much rework to our core systems.
We fixed it for launch but I'll never forget the shock. It's a risk we couldn't ship without minimizing.
I don't take this stuff seriously , I think people are just giving context into why tutorials nowadays can come off a little overbearing borderlining silly to many of us who have been playing games for most of our lives.
I didn't address the rest because I had nothing to add, you made some good points. I wanted to clarify my intent, which you seemed to think was malicious. No need to get snippy.
You can't. But I'll take a high five, breh!
ヘ( ^o^)ノ\(^_^ )
Worth noting that pretty much everyone has played games most of their lives. Which is why obvious information frequently comes off as condescending.
I'm not familiar with 1v100, but is this the equivalent of starting a game and just starring at the main menu waiting for something to happen?
Yes, some people do need those.My problem with most tutorials is that they assume not only that the person hasn't played a video game before, but that, given a controller's rather limited functionality, that they'd need one for stuff like basic inputs.
Precisely.
I am saying that there are more new people playing games than before and not all of them well-versed with the mechanics and ideas of video games.I have no idea what you're talking about here, but your entire post is entirely too belligerent. Chill out.
Hm, maybe it is because those medias are not interactive?And other mediums do not baby the audience in simple ways like this.
I hope you wont' complain about toxicity in video game communities after this, because, your post is an epitome of toxicity.You're kidding. I figured this stuff out when I was a kid with no tutorials at all (and for a long while, no internet).Idiocracy indeed...
Or maybe newcomers just have zero knowledge of how video games are working?You're right, I don't think they're idiots. What I have a harder time grasping, however, is why people have a) an unwillingness to interact with a system that can be frustrating and b) seemingly assume they're going to be catered to.
But then, I'm also a proponent of the idea that games aren't about being fun so much as being compelling.
I think you are lost. 4Chan is on the other side.I grew up on NES games and those were a hell of a lot more obtuse than just "this is a health bar". This kind of nonsense is a level of tutorializing that is trying to accommodate people who cannot function in life.
But you don't understand! Those people are so special for figuring stuff on their own! Of course it was so simple for them!I'm equally surprised and unsurprised by the number of people indignant that a games might provide tutorial information this basic.
Come on, people. It's one line of text that appears once and doesn't try to insult you for being there.
Erase "Zelda" from that last sentence of yours and I'll agree completely.ヘ( ^o^)ノ\(^_^ )
Real talk though, Fi was a pile of garbage. Never has a Zelda game made me feel like such a child.
I think for a small subset of games, the complexity has increased. Most video games are no more complex than they were 30 or 40 years ago. And most are less so (definitely true for any well-established genre). Admittedly, controllers are a much more involved affair than they were 30 or 40 years ago, and I can understand why that would be intimidating.Most people have played games but not games that are as complex as many video games are now.
Some people have also only played games with friends or family giving them helpful contextual information.
My dad for instance despite working in tech did not grow up playing games nor did he play them as an adult. Hes retired now but that doesnt make him NOT a target demographic. In fact many older people play mobile games and have the extra money to spend so they have become a target demo.
I work at one of the biggest tech companies in the world and most people on my team do not play games.
Some may have played stuff 20+ years ago but many just have never had an interest. Their kids may play
but they do not due to time, and complexity of getting into gaming from their POV.
From a business perspective we want the people who we haven't hooked yet. Hence doing UR with various target audiences. We want grandparents to fill just as comfortable as grandkids.
Hm, maybe it is because those medias are not interactive?
You don't control movies or music. So comparing video games to those is pointless.
I think for a small subset of games, the complexity has increased. Most video games are no more complex than they were 30 or 40 years ago. And most are less so (definitely true for any well-established genre).
I don't see any connection here whatsoever.So interaction is beyond most people? Is that what you're saying? Because the vast majority of people interact with games and interact with electronics every single day. Also, anyone can watch a movie, but understanding the material is something completely different.
Maybe he is - this guy is supposedly from FGC. You know how they are...You really don't think there's a difference in complexity from Zork to Eve: Online...? I can't imagine you actually mean this if you think about it for a second, lmao
Using the exception as if it's the rule.You really don't think there's a difference in complexity from Zork to Eve: Online...? I can't imagine you actually mean this if you think about it for a second, lmao
But isn't the whole idea of tips to give the player some insight into the mechanics of your particular game? Saying snipers are long range and that bosses have health bars is describing 99% of games that have those things.In the age of CoD where everyone is quickscoping others at point blank range, it's not surprising if people forget the proper use for them.
What, exactly, are you comparing Zork to? Are you comparing it to other games in its genre, or all games generally? Because there's no argument anyone could make that a game like Zork is more complicated than most games generally, but within its genre, it's basically as complex as or more complex than most modern text adventures (not that text adventures are really much of a thing anymore). Same with Breakout and Space Invaders in their respective genres.Okay, so Eve is the dostoyevsky of video games, but that doesn't mean that video games are less complex now. Or do you think Zork is an atypically simple example from 40 years ago, around the time Space Invaders and Breakout were being first released?
So interaction is beyond most people? Is that what you're saying? Because the vast majority of people interact with games and interact with electronics every single day. Also, anyone can watch a movie, but understanding the material is something completely different.
What you're speaking to is differences and focus, not complexity.The last text adventure I played (like a month ago) had, like, mood and relationship mechanics, and much better writing than Zork (no offence to the granddaddy), and the last old-school adventure game I played before that had dialogue for literally every item interaction in the game. The last text adventure I played before that was simpler than Zork, but was in the middle of an action adventure rpg that regularly was like "hey you know what we should do? completely shift genres for about three minutes!", meaning the game overall was DEFINITELY more complicated than Zork. Even later Zork games were more complicated than the original Zork. Even the dumb MUDs I played in high school were more complicated than Zork because they had, like, leveling mechanics and multiplayer? Have YOU played a text-based game since Zork??????
I mean, I work at a VR place and customers still struggle to know whether the giant helicopter firing at them is the boss or not despite the bar at the bottom and multiple warnings. Maybe we do need over-the-top obvious hints?
That's what you call lazy design.
Just tell everything via text instead of teaching and showing intuitive design and interfaces
The problem is that necessary/unintuitive information is always mixed in there along with "press forward on the analog stick to walk"
Usually the case, majority pick up that the giant helicopter shooting at them is indeed bad but there is always one who doesn't figure it out haha.Not really, you just let them fail once or twice and then they will learn, it's okat to do that. Makes the experience a lot more immersive.
Add the message on the third try instead of all the time.Usually the case, majority pick up that the giant helicopter shooting at them is indeed bad but there is always one who doesn't figure it out haha.
In the age of CoD where everyone is quickscoping others at point blank range, it's not surprising if people forget the proper use for them.
This one is surprisingly common, but I also think it's completely fair.
If you don't keep up with film/comic/game news, you'd never know that these aren't "canon". Or whatever "canon" is. Let alone the fact that it's not the same Weyland.
What's a health bar? Some place you go for granola? What is that yellow line down there? What does it have to do with anything?
Boss? You mean Steve from work? I hate that guy.
How can this possibly be somebody's first game with a phrase like "Boss Health Bar"?
Please don't give them anymore bad ideas. It'll dumb down game design even more.What's a health bar? Some place you go for granola? What is that yellow line down there? What does it have to do with anything?
Boss? You mean Steve from work? I hate that guy.
How can this possibly be somebody's first game with a phrase like "Boss Health Bar"?
Definitely requires work but that doesn't mean it shouldn't be done and it is beneficial to the playerThat takes way more work and has to be engineered for specific scenarios that are often changing up to the last minute. Hence brute force. Same line of code works anywhere in the game no matter what.
I'm not saying it's good , it's not imo just trying to give context. The better solutions take more time, more resources, and a schedule that takes them into account alongside gameplay features.