[HN Gopher] The UX of video game tutorials
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       The UX of video game tutorials
        
       Author : adrian_mrd
       Score  : 52 points
       Date   : 2021-06-16 06:40 UTC (2 days ago)
        
 (HTM) web link (uxdesign.cc)
 (TXT) w3m dump (uxdesign.cc)
        
       | trinovantes wrote:
       | I'm personally a fan of games that sprinkle tiny tutorials
       | throughout the game rather than 1 large tutorial at the
       | beginning. The early levels will only require 1-2 mechanics so
       | there's little point in introducing everything and hope the
       | player will remember to use all of them.
        
         | bombcar wrote:
         | I like it when the tutorial is part of the "story" beyond a
         | simple "learn how to jump" training session.
         | 
         | Something akin to an interactive cutscene that also tutorials.
         | Either way you may want a way to skip for those who have played
         | before. (Even more fun are tutorials that instruct you on using
         | basic systems to complete but allow you to use advanced
         | techniques if you know them.)
        
           | zeta0134 wrote:
           | I really liked the Codec system from the original Metal Gear
           | Solid, for PS1. It made almost perfect sense in-game, with
           | your tactical team monitoring your movements and able to see
           | what you were doing, and it was done in a clever way. When a
           | codec sequence is unskippable for story reasons, the
           | designers will sneak some tips in that way, but more
           | importantly, if the player takes a long time moving through
           | an area, they might get an _optional_ call. Answering the
           | call will usually explain some new mechanic in the area, and
           | additionally provides some fun side-lore and comic relief, so
           | it can double as a tiny reward.
           | 
           | Laid out all at once, these conversations would be an
           | overwhelming amount of information to absorb and exposition
           | to follow, but the game generally nails the pacing. Provided
           | you don't repeatedly call like a goof, the calls all seem
           | like reasonable radio chatter, and hardly break immersion.
           | Experienced players will move through the level quickly
           | enough to miss the more tutorial-like prompts, and can ignore
           | optional calls if they'd rather get on with the gameplay.
        
             | mattbee wrote:
             | I mean I'm a fan, but about 50% of MGS is being absolutely
             | harangued, at inordinate length, by the codec characters
             | smashing at the 4th wall with a sledgehammer.... so no it
             | doesn't break the immersion when they give you control tips
             | ;) but it isn't subtle and doesn't need to be.
        
       | m12k wrote:
       | If you're interested in this, you should also check out this GDC
       | talk[1] by Asher Vollmer, creator of indie mobile game Threes
       | (2014), that got a lot of credit when it came out for having a
       | very smooth tutorial.
       | 
       | [1] https://www.youtube.com/watch?v=Uf7xLHUpKHE
        
       | hcs wrote:
       | I recently had a very frustrating time with the initial
       | unskippable tutorial to Nintendo's new Game Builder Garage. It's
       | not exactly a game, but I was expecting a much more game-like
       | tutorial.
       | 
       | - Objects had to be placed and manipulated exactly as the
       | instructions and on-screen guides say, even for arbitrary things
       | like moving invisible Nodons for layout.
       | 
       | - Every step of UI manipulation was narrated every time, even if
       | this is the third time you're copying and rotating a platform.
       | 
       | - All of this narrated with many short lines of dialog, often
       | just for flavor, and each with a sound effect.
       | 
       | - Constant, distracting, meaningless animation of the narrator.
       | Occasionally it would point at bits of UI, but mostly it just
       | kept sweeping from side to side or in a circle, I guess following
       | different "moods".
       | 
       | - The one decision you're allowed to make is the color of the
       | platforms, this coming at the very end of the first tutorial,
       | after maybe 30 minutes.
       | 
       | The tutorial has no faith in the player/user, despite the text
       | constantly saying how good a programmer you are. It seemed like
       | an afterthought, which is bad for the first thing the player has
       | to deal with, at great length, in your product.
       | 
       | This was my experience on release day. Hopefully this has been
       | improved, or will be soon, but it completely turned me off. I had
       | hoped to learn something about a gamified game development
       | environment, but I feel like game designers weren't involved,
       | certainly not instructional designers.
       | 
       | (edited to fix formatting)
        
         | ceejayoz wrote:
         | I had to buy a mouse for Tropico 6, because there was a
         | tutorial step that required the middle mouse button... on a
         | MacBook.
        
         | [deleted]
        
       | zeta0134 wrote:
       | Possibly the most famous video game tutorial of all time has got
       | to be World 1-1 from the original Super Mario Bros.
       | 
       | https://www.youtube.com/watch?v=ZH2wGpEZVgE&t=5s
       | 
       | And really, most of the later Mario games execute this fairly
       | well, with some (sunny) exceptions here and there. Nintendo is
       | unusually skilled at introducing a new mechanic in a way that
       | feels like organic play, and slowly ramping up the complexity in
       | a way that will leave most players feeling like natural masters
       | by the end of the level, without realizing that the level was
       | leading them by the nose the entire time.
        
         | grawprog wrote:
         | Super Metroid is another game that did the 'invisible' tutorial
         | thing well.
         | 
         | https://www.gamasutra.com/blogs/HugoBille/20120114/90903/The...
         | 
         | That's actually one thing Nintendo devs in general seem to be
         | really good at. I don't think i've ever really played a first
         | party Nintendo game that had an outright tutorial but they're
         | always pretty easy to pick up and figure out.
        
         | ineptech wrote:
         | Another great example is "A Dark Room" - a game in which the
         | mechanics are introduced one by one in such a smooth way that
         | no tutorial is ever needed.
         | 
         | edit to add a link: http://adarkroom.doublespeakgames.com it's
         | a very simple free game that (last I checked) can be completed
         | in an hour or two.
        
       | knolan wrote:
       | One of the better tutorials I remember was for the Blood Dragon
       | Far Cry 3 expansion. It's a tongue in cheek riff on 80's action
       | movies and games and the tutorial is silly fun because of it.
       | 
       | Not the first game to make a joke of its tutorial but it was
       | memorable!
        
       | smoldesu wrote:
       | Rimworld (and Dwarf Fortress, for that matter) desperately need a
       | better onboarding experience. In Dwarf Fortress' case, the best
       | tutorial you'll find is the one online, because lord knows you'll
       | die immediately if you waste time messing with the wrong stuff.
       | Rimworld has a fairly good documentation system and a decent
       | tutorial scenario to accompany it, but the "first game"
       | experience is still crushingly brutal: new players will often
       | lose their first few colonies, which can be a pretty soul-sucking
       | penalty.
        
       | EForEndeavour wrote:
       | I found it ironic to stumble through this convoluted sentence on
       | a UX site:
       | 
       | > What designers call an "invisible tutorial" is simply a
       | tutorial section that fits perfectly in the flow zone, which
       | values the preceding and succeeding events and respects player
       | expectations. _There will never be a situation where a player
       | does not realise they are not participants of a tutorial,_ but an
       | invisible tutorial will hardly be discernible from the game
       | experience as it respects the pacing of all experiences around
       | it.
       | 
       | An attempt to avoid the triple negative:
       | 
       | > What designers call an "invisible tutorial" is a tutorial
       | section that fits perfectly in the flow zone, which values the
       | preceding and succeeding events and respects player expectations.
       | _The player will always realise that they are not participating
       | in a tutorial,_ but an invisible tutorial will hardly be
       | discernible from the game experience as it respects the pacing of
       | all experiences around it.
       | 
       | I still don't get what this is trying to say. Isn't it true that
       | the player _will_ usually (always?) realize they 're in a
       | tutorial, but an "invisible" one will just feel well-integrated
       | with the surrounding experiences? Or is this passage arguing that
       | a tutorial that is "invisible" will by definition NOT be noticed
       | as a tutorial?
        
         | meristem wrote:
         | UX design and UX writing are not necessarily the same skill
         | set.
        
         | happytoexplain wrote:
         | I'm 90% sure the second "not" is unintentional.
        
           | EForEndeavour wrote:
           | That makes so much sense! Thank you.
        
             | tk75x wrote:
             | Editing to remove the "not" - There will never be a
             | situation where a player does not realise they are
             | participants of a tutorial, but an invisible tutorial will
             | hardly be discernible from the game experience as it
             | respects the pacing of all experiences around it.
             | 
             | Still doesn't make much sense as now they are saying that
             | invisible tutorials can't exist because the player will
             | always realize they are participants of a tutorial (fixing
             | double negative).
        
         | er4hn wrote:
         | The classic example is the first level of Mario. It teaches you
         | all the mechanics of jumps, blocks, battling enemies, whatnot,
         | but never explicitly feeds you directions.
        
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