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Tutorials Done Right

Yes, your character is already wounded, and it seems like he might lose his consciousness anytime. To top it off, the carriage he was so comfortably resting in suddenly reveals its precarious nature and throws Nate out of it.

 

The carriage is hanging off the edge of a cliff.

All of this in just the first 50 seconds of the game. This is when you start controlling your character, and one of the important mechanisms and lesson of the series is taught to you: you are going to climb plenty of ledges, and every time you do, things are going to break, but Drake’s tenacity never will. The game switches to a cutscene to give you a short rest period after which it teaches you the other gameplay mechanics like shooting, reloading and throwing a grenade by tossing you back to the scene which you thought you wouldn’t be returning to so soon. This scene is actually a small segment of one of the best sequences of the game, The Train Wreck.

 

Many game designers in the last few years have realised tutorials are enjoyed more when they are integrated into the story rather than unfolding them as a separate entity. It caters well to both an experienced and an inexperienced audience.

 

But this does not mean you get hurled into this game and get knocked out if you make a mistake like in Dark Souls. While the chances of you dying in the first chapter of Uncharted 2 are very slim, it manages to create an illusion where you are forced to respond quickly by creating a false sense of urgency. Not once did I feel like the tutorial gameplay broke the immersion.

 

But does that mean my previous understanding of a tutorial just got invalidated? What if a game has a lot of interactions idiosyncratic to the series and you have no choice but to patronize the players and hand-hold to better prepare the player? Let’s face it, some of us belong to an exploratory mindset category, and we prefer pressing every button and interacting with every object in the environment to see how it works rather than being instructed by the game. Being patronized is a buzzkill.

 

There is research that compares pedagogical, accidental and non-pedagogical learning in terms of how much time children spend exploring a toy. The children who were given no instructions on the toy spent more time playing it as compared to children who explored a new mechanic introduced to them through instructions or the instructor unveiled a feature by making it seem like an accident. [1]

 

Doesn’t the above research make it evident that designing a tutorial that does not appeal to an exploratory learning audience can hurt your game and limit the time players spend on it? So should players be tossed into a scene and expected to learn the mechanics based on their curiosity to explore the environment?

If that’s the case, what happens to the interactions that may not be discovered through exploration?     

 

Let me take you through a game that ingeniously used a combination of the pedagogical and exploratory method. For this next part, I would encourage you to tap into your toddler self.

 

Fallout 3

The game exploits the fact that your character starts off as a newborn learning important physical skills like crawling and walking which is analogous to the child-like nature of a tutorial.  When you are born, you get to pick your gender that introduces the interaction mechanic with other characters. It actually makes sense to take it slow at the beginning, and nobody would question the pace of learning things because you are a child growing up. You then turn one, and the game encourages you to get out of the playpen area and interact with objects (exactly what little me would have done). You are then shown a glimpse of stats as a storybook called S.P.E.C.I.A.L (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. Yes, it is an acronym) which is an important rule set you follow later in the game. Because the storybook is the only major event at that age, it is easier for you to recognise it when you see it again.

 

 

 

 

 

 

 

 

 

 

Your mind now begins to compartmentalise interactions by your character’s age. Because of these associations, the in-depth processing of your brain when you try to recall an interaction would be faster. Fast forward to when you turn 10, you receive your first ever pip-boy in the game and real life (if you haven’t played fallout before). The overseer says, “Get used to it”. At this point, the player gets the hint that the pip-boy might be something that’s going to need some practice to master and it’s so pivotal that it will be with you for the rest of the game. You then skip years a couple more times and learn a bit more about the gameplay. By this point in time, the players find the vault really dull. It is uneventful and claustrophobic.

Any human would not be comfortable with the idea of being in a confined space even if it's in a game. It makes us uneasy and antsy. Do I still believe this tutorial was a good idea? This is where the interesting part kicks in, one day, you wake up and are told that your father has escaped for the wasteland. You are now being forced to get out of the vault because the overseer is probably going to punish you for it.

 

You escape.
 

And then, this is what you see right before your eyes.

Isn’t it marvellous? Isn’t it all you ever wanted after being in that confined space for so long? Doesn’t it just force you to explore all of it?

 

Guess what? That is what Bethesda wanted you to do, explore. Many people to this date still enjoy exploring fallout over completing quests. My sister completed the game years ago but still goes around in the wasteland to unlock new locations, gather gear for her Tower Suite that is continuously improving, and talks to characters.

What better way, to teach the exploration mechanic than to make the player want it and receive it only after they earn it.

Although I think the team did a great job with the tutorial, if I reinstalled the game years later and was asked to go through the tutorial again, I am not sure it will have the same impact as before, and I would certainly appreciate an option to skip it.

 

What I wish to take away from these two examples is :

  1. To not be afraid to have a segment, that is a portion of an integral sequence of the game, as an opening scene or the tutorial. Players only care to play if they feel challenged. Since most players want to dive into the main gameplay, why not use a part of the main gameplay as the starting point?

  2. An intelligently planned tutorial, where the purpose is defined as the experience you want your player to have, can be truly rewarding. Though the tutorial for fallout reached a dull point, it placed you where the team wanted you to be for you to develop that wanting for freedom and exploration.  

 

Whether it is enjoying a game like portal where the entire game feels like a tutorial or games like Mirror's Edge that introduces a Guru who you learn from, there are plenty of games out there that are doing a great job despite having enormously different approaches to the same problem. So instead of mindlessly going through the tutorials the next time, I will be keeping an eye out for anything out of the ordinary that does not confine to the rules that a team might generally follow to make a tutorial.   

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When I hear the word “tutorial”, I think about an easy and slow-paced level, designed in a safe environment where the player has the freedom to go around and explore, and none of the skills that need to be learned will have a sense of urgency attached to them. Most of the games have tutorials that make the player feel as comfortable as possible to create a seamless entry into this new world that exists within a game.

 

And then, I played Uncharted 2.

 

I believe it has accomplished a great way of introducing gameplay to a player by keeping them on the edge of their seats.

 

This game throws you into an alarming sequence in the first chapter, A rock and a hard place, which becomes your tutorial.

 

Your character, Nathan Drake, wakes up with a lot of blood on his hands and a wound near his abdominal area.

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