The UX of video game tutorials
uxdesign.cc
uxdesign.cc
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.
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.
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.
[1]: https://en.wikipedia.org/wiki/Binary_space_partitioning
And it's not really perfect, for example I literally never knew Mario has acceleration in my childhood (granted, I didn't play on NES but in emulator on computers).
NES games (and other games of that era) were in general pretty bad at tutorials. Players back then were expected to figure things out for themselves, mostly by trial and error.
The video has a bunch of other interesting observations. A common theme is that games often assume that the player has some base understanding of game play that might not always be there.
Even for a new player. Learning the ins and outs without being spoon fed can be part of the journey. Of course that doesn’t excuse horrible and unintuitive UIs.
The truth is that when you bought Super Mario Bros, you read the manual from cover to cover before you started the game, and you looked at the box art and the stuff on the back of the box. It'd tell you everything; the enemies, some description or backstory for them... the manual was an important part of the package.
And that was how pretty much every game worked for a good 30 years since.
- 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)
I've played lots of games, so of course I am good at reading the "language" of games: when I can interact with something, when a door is openable vs a prop, when an NPC is important vs background character, etc.
But in VR, all my experience was thrown out the window.
When there's a door right there, right in front of you, 100% full sized and in high detail - your instinct screams "you can open this."
Valve painted anything you can interact with bright, vibrant red. But even the bright red wasn't always enough to distinguish between the life-sized 3D garbage can that you can open up, and the one that is simply a prop that is glued to the ground and totally inert.
I think there will be a strange dance between game designers and gamers when it comes to VR. Everything old is new again, and even veterans players of 2D games will need to learn the new language as it is being written.
> 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?
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).
But the best part is that many of the things it teaches you, rather than game mechanics or buttons or rules, are assumptions that you may have been making that were unfounded.
Saying more would honestly spoil the game if you haven't played it, so I'll just say it was an amazing experience and so brilliantly designed that even when I figured out solutions quickly I was still left in awe.
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.)
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.
(GMTK was already mentioned in the article, but for a different video.)
Not the first game to make a joke of its tutorial but it was memorable!
It was only by accident quite a bit later on that they discovered it. Unfortunately that is the downside of soft tutorials, not everyone gets it, or they're distracted during that moment or they already have an idea of what they want to try, which causes them to ignore the hint.