this post was submitted on 03 Nov 2023
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People won't enjoy a game unless they learn the basic features.
It's a fine line for devs between teaching the player what they need to know in order to even have a chance at enjoying the game, and jamming it down their throats.
The classic example is the game Portal. It's a perfect tutorial. The player doesn't even realize it's the tutorial.
https://www.gamedeveloper.com/design/analysis-of-game-concepts-and-player-learning-in-portal
I am frustrated with Cities Skylines 2, lately. Text-based tutorial with optional progress checks which is okay, but they pop up as soon as you look at a newly unlocked feature, not necessarily when you are ready to build the feature.
My favorite tutorial was in STALKER. The guy gives you a pistol and tells you good luck.
Halo does it that way too
Halo makes a point of limiting the enemy and weapons sandbox on the first level, and does have a few explicit tutorial moments, mostly around melee and grenades.
Even in Halo, there’s a bit of a movement tutorial to get to the bridge and get the gun.
STALKER opens with a dialog screen and “hey want to kill some bandits for me?”
The original Super Mario Brothers' first level is the best tutorial ever made. It teaches you every function of the game right in that first level, without holding your hand or even telling you it's a tutorial.
MegaMan Xis what I think of for the ghost tutorial.
And Mario 64 was massively more complex, but still had a peaceful intro to fuck around in. There was nothing to unlock. You could dive and BLJ like a speedrunner from the get-go. Mario didn't get better... you got better.
Mario, nice name drop. I hadn't ever thought of that level as a tutorial, yeah it sure is though.
I guess another example of the Portal technique, where the teaching moments are blended into gameplay, is Cocoon. It takes that concept to an extreme.
Can't wait for a sequel/DLC tho.