For MiniCast #2, I'm joined by Len (Creative Director, SWDTech Games) & Tim (Project Manager, SWDTech Games) again! This time we talk about tutorials--the good, the bad, and the ugly. We talk about games that need tutorials, games that have horrible tutorials, and games that do it right!
It's not so much that it was bad gameplay or even difficult but the tutorial for Fable on XBOX felt out of place story wise. The kid's in an academy for years, sees other acolytes/trainees like him pulling out swords and doesn't get to use a sword or bow until just before graduating? I realize for the sake of pacing, you can't have the player stay there for years and years learning the art of fencing but I think they could have made it more logical. Maybe if he sparred with Whisper the first time and then established years have passed so we have the final exam clearly taking place later it would seem more sensible.
Post by moshverhavikk on May 30, 2014 12:37:44 GMT -5
First, oh man, I've love that Monkey Island remix! I've listened to that song (and the Kirby remix from the same album) more times than I should admit.
Haha, I agree that most of the Zelda games have terribly literal and suspension-of-disbelief-breaking tutorials. Wasn't a fan of MGS: Peace Walker's tutorial either. But overall, I tend to aimlessly ignore tutorials so I can guarantee myself a shouting match with my TV within the first hour. I usually end up learning from Youtube walkthroughs, which in a way is more fun, because I can instantly play the game if I understand the controls. Plus, listening to someone explain the inventory hell of the Day Z mod was more fun than drudging through how I imagined a tutorial would have been for that game. But I know this habit is not time-efficient and it makes me lazier, running to Youtube when I am stuck or unable to develop a strong strategy. Oh, but I did like Bayonetta's tutorial. Maybe because it wasn't trying to hide at all that it was a tutorial, and the attacks were taught in small bursts.