I like putting pyros video as background noise while i get through my day. Thank you Flashbang for providing yummy slop for me to listen to, truly one of the RUclipsrs of all time.
“Truly one of the RUclipsrs of all time” GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD
My personal pet peeve with some tutorials is when the characters IN UNIVERSE tell you the controls. Nothings more bizarre than hearing the voice of a character telling you what the A button is in universe.
The Mother series does this well "Imagine something called a B Button...harness your energy to "press" that button. And you'll ram into things!" - Paraphrased tutorial from Mother 3
My least favorite tutorial games do is make you open inventory or any menus forcing you press each highlighted button that pops up and you can’t progress until you press it.
In the recent Garten Of BanBan game the segment where you needed to perform surgery was pretty simple in itself, but BanBan kept talking and talking for a full 1 minute and 47 seconds about the rules (despite a copy of the rules being right in front of us) solely so the game can waste your time in hopes you wouldnt be able to refund the game
GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD ET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY 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GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF 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My biggest tutorial pet peeve is the ones that force you to do the tutorial before you get to do anything else. Gacha games are very guilty of this, in fact I picked up and dropped Dislyte on 3 separate occasions because the tutorial completely restricts the player from doing anything until a good hour or two into the game. The WORST possible thing you can do is completely take away agency from the player, because you've immediately defeated the purpose of a video game. Tutorial or no.
Same. I also hate it when games try to weave their tutorials into the game's plot/story and world in a way that doesn't mesh well with it at all and feels like a slog. Monster Hunter World and Rise are really guilty of this, so much so that I haven't made a new character in a long ass time and I still haven't bothered playing through more of Rise.
The tutorial in portal was some of the most respectful handholding in video game design ever. Because it doesn't feel like game is treating you like an idiot unlike almost all other tutorials.
If anything it's not even a tutorial because it's just an easy test chamber to show you the basics of what to expect, and then starts giving you harder and harder concepts
Inscryption has a pretty good tutorial. Since on the outside it's a pretty cryptic game, it's easy to be confused about the rules. That's why the first time we are playing the game it shows one mechanic at a time, with a very short explanation. Only the basics are explained, because the game assumes that the player will figure out the intricacies of the system eventually. Not only that, but since it's a roguelike, even if you lose because you didn't fully take advantage of the rules, you will have infinite chances to truly understand the game later down the line.
Ultrakill does this as well. It tells you only the basics of the mechanics, including when you get new weapons, and then lets you figure the rest out. With how quickly you can get back into the fray, and the fact that there's a whole nearly endless wave fighting gamemode that you can access at any time in the game right from the start, allows for players to test their skills and get better at the game at their own pace.
@@tobeymaguire9371 It's fine ti have different opinions, but it's also fine to call someone out if it's bs. Especially when someone calls the last of us 2 a narrative masterpiece, which is just objectively wrong
Summary was generated by Summatim, let us know if there are any inaccuracies! 🤖 0:01: Importance of Tutorials and Video Games 2:42: Common Mistakes in Tutorial Design 10:59: Concrete Steps for Good Tutorial Design 12:28: Introduction 13:02: Valve's Minimalism 13:45: Introducing New Mechanics Safely 15:26: Guiding the Player 17:38: Invisibly Seamless Design 19:05: Designing within the Context of Narrative 20:49: Gaming Literacy 23:30: Generally Agreed Upon Standards 23:56: Subverting Expectations 24:22: Conclusion 29:27: Introduction to tutorial design 24:57: Using level design to teach mechanics 28:00: Examples of games with unique tutorials 29:29: Importance of player familiarity 27:16: Designing starting areas with difficulty in mind 24:32: Examples of bad tutorials
A tutorial I like is the one in GTA V. It’s exciting and engaging since it’s introducing u to the characters while doing a heist. It doesn’t blast u with pop ups since u learn by doing not reading. Even 10 years later, every time I restart the story I always have fun just doing the tutorial.
But at the same time it's a chore, because it's lengthy for what amount of stuff it teaches, yet you have barely any control and the stakes are completely non-existent despite intense setup.
The reason why the game tutorial is so handholding is because people who never play video games really do struggle with it. Even moving with a keyboard and mouse at the same time feels like a mind-boggling system for them
My favourite Tutorial ever is kind of an obvious one for personal reasons. Transformers Fall of Cybertron. In that Tutorial you play as Bumblebee who was knocked out of a shootout on the bridge of an autobot cruiser trying to get off the planet. A crane from the rival ship with Decepticons hellbent to not only keep you in Cybertron’s orbit but are also hellbent on making that the tomb of every autobot on that ship managing to miss barely. You start on the ground with Rachet, the medic checking Bumblebee’s optics which is moving the camera and asking how they are, leading to a prompt asking if the default analog stick controls are satisfactory. After which you managed to shoot a few cons off the bridge and get a message from the one leading the charge… Megatron, the very leader of the Decepticons directing his attention on the autobot leader. Optimus Prime. Claiming that the the ship you’re on will be torn piece by piece before it even has a chance to leave. Prime leaves to lead a counter attack and while that happens you’re tasked with powering the defences after Decepticon forces began their boarding party with an attack on the orbital defences. From here you learn the rest. Dashing and sprinting after the ship takes damage and starts catching fire, air dashes after witnessing random bots that were helping you mercilessly sucked into the void of space after a crane was lodged into the ship and shooting and changing the shooting hand with a gun fight where cons are swarming the defence controls. Hell bent on stopping you getting them back online. In these few short hours of a tutorial mission it gives us a glimpse of how desperate each faction is. We see the carnage and the bloodshed and the determination the Decepticons have to just slaughter you all even after they’ve won control of the planet. It’s more than just a tutorial but a intense fight for survival against a force that won’t stop until it’s wiped out the very remnants of the faction that opposed them. Something that becomes more apparent as the game progresses. All in all… get a Xbox 360, find a hard copy on at CEX or something and play FOC. It’s a fantastic game with some really good story telling, fun gameplay and it’s just good! I’d also recommend the first game War for Cybertron as well.
These reasons are part of the reason I love the Yakuza series. The tutorials are a little card of knowledge briefly and succinctly showing you available punching combos while not actually pausing the action. It does have you try out different moves before progressing, but with the no pause in between, it doesn't disrupt momentum and it doesn't feel like the game is trying to hinder you. At the end of the tutorial the game just lets you go to town on enemies with everything it taught you. Throughout those tutorials, you're never stopped by pop-ups and it's not hand holdy to the point where it teaches you how to walk. Just teaches you some basic attack patterns and keybinds, then leaves you alone.
And then on the flipside, almost every major minigame in the series has a horrible MANDATORY tutorial you can't skip even on replay, and rarely do they actually introduce the minigame well. Yakuza 4 doesn't help at all with styling your hostess, Yakuza 0 babies you through one round of business and doesn't explain any of the intricacies, and Yakuza 7 dumps pages of paragraphs and infographics on you for the business management and just hopes you absorbed all that (And does it AGAIN for the shareholders meetings). It shocks me how fluid the combat tutorials are, just for them to drop the ball every time with the side modes.
the quarry approached pop up tutorials in an interesting way that I didn't mind; they would play little 20-second long cartoons at certain points in the game that fit the aesthetic, and they would prepare you for what you were about to have to do. A game like that where you really can't afford to mess up, I thought it was pretty cool. Good video
the titanfall 2 tutorial was probably the best tutorial I ever played, I remember spending nearly an hour just trying to get the best score possible. the best tutorial is one that doesn't feel like a tutorial
The most unique tutorial I’ve had was from Rainworld. The game literally tell you nothing but the basic controls(basically wasd and 3 action buttons) and then leave you alone for the rest of the game for you to explore
18:40 Ha. I actually grew up having to use inverted controls. It was the only way I could play. Then one day, as an adult, my brain just had a moment where it was like, "Who can actually play like this?" So now, I can't play inverted anymore.
The tutorial in Warframe is pretty good. Anything it tries to teach you is just displayed as white text stuck to the level itself, so you can just keep going and it never abruptly stops you, and lets you experiment what all the buttons do.
My favorite type of tutorial is the ones where they just have it as a small box in the corner of the screen. It doesn’t mess with your flow, it just tells you surface level info in the corner during the first level
Ultrakill has some text pop up on the screen whenever you get a new utility/weapon or come across an area where you have to do a certain movement technique that you didn't have to do before in order to progress through the game's campaign. Quick, to the point, and doesn't pause the game.
Technically before the 5 years he mentions, but i think Titanfall 2 has a pretty good tutorial to show the basics, which is easily skipped within a few seconds if you know what you're doing.
At some point in your life, you played your very first video game. Now imagine if it had absolutely NO tutorials. I could imagine me as a toddler bashing my head against the keyboard until something finally worked cuz I didn't know what wasd was. Not fun.
@@chainsawplayin haha or if you're unlucky and your parents didn't bring the manual with the game, you'd load up a wiki on dial up, it'd take 40 years and you'd come out the other side with 50 browser bars and at least 3 strains of spyware
I've been a big fan of video game design channels like Mental Checkpoint, Design Doc, and Game Makers Toolkit. Hope you stream more of those vids. You don't seem like a fighting game player, but channels going over fighting game design are very good too
I feel like every pyrolive video is a disappointment because the title and thumbnail makes it seem like its gonna be Pyro talking about a subject but its just a 30 second intro and then the rest is him watching someone else's content.
I think the Hitman:Woa tutorials are very interesting in that regard. In the first game you have a classic tutorial, but it also ties into the story and you need it becuase it's the first game of the trilogy. In the second game they give you an easy target and you even have a "prep time" where you can mess around, set up things, interact with the map so if that's your entry point to the trilogy that's fine, but if it's the second game you play it then it makes for a good first level to get introduced to the new mechanics. You can also replay it and experiment and the challanges only encourage it, teaching you different elimination/guard takedown methods, how to use items to your advantage. I really enjoyed it and didn't feel like a tutorial. The third game just throws you into the action right away lmao.
“Would you like to do the tutorial?” “No” *ten minutes later “WHAT DOES ANY OF THIS MEAN WHAT AM I DOING!?!?” I get the point though, the forced tutorials are annoying
@@CoolLookinPeasure that might happen for like .0001 percent of games breaking grounds creating a new genre, but you dont need a fps tutorial. In fact id argue most games can be learned without a tutorial and would feel more rewarding finding out things you didnt know before.
I think one of my favorite "tutorials" I've played is the one in Hollow Knight - it does briefly visualize what buttons to press for actions, but it never interrupts you to say "Press this to do this, then use that to do this." The game encourages you to experiment with the controls as you learn them, and even rewards you - in one room, there's a long pit of spikes that you can't cross with normal methods, as there are no platforms to jump to and your normal jump doesn't give you enough horizontal distance. Most players will think to just turn back and return to this area once they have either a double jump or a dash, but more observant players will be familiar with how the melee attack causes you to bounce away from whatever you strike, and thus will test if the spikes can be bounced off of as well. By doing this, not only do they learn that you can bounce safely on spikes for as long as they can time their melee swings, but they're rewarded with a strong early-game item. Learning this trick early on is especially useful because it becomes an essential tool for some of the more treacherous obstacle courses and boss fights (and is even _required_ for the optional Path of Pain sequence)
Shin Megami Tensei III Nocturne and Digital Devil Saga’s tutorials are so straightforward in explaining the gameplay yet provide just the right amount of information “One action costs one icon, striking weakness or landing a critical hit costs half an icon, missing or getting blocked costs two icons, and repelled or drained attacks end your turn. The same is true for the enemy”
I am actually wondering about what people think about the Sonic Frontiers Tutorials. They give you pop ups pretty frequently at the beginning, they give you a prompt for tips during battles that is optional, between every level, they provide movement combo tutorials and whenever you unlock a skill, they put you in a room to try it out. I personally dont mind this butbof course i want to know what other think.
I find them interesting, although yeah I think maybe some things could’ve been done better to be not pop ups, As pyro said himself I see it as a necessary evil as annoyint as that can be soemtimes. I haven’t finsihed the game yet tho? On the last island. So far I’d give it a 8.5 outta ten partially because of how the characters are actually alive in this and not dull like in sonic forces
One of my favorite type of Tutorials with pause screens, when you already perform an advanced move, by the time the game is supposed to teach you about this move it just won't pause to teach you anymore. But they should still blend in the button prompt to notify player about the initial usage of these moves, otherwise they could get stuck improvising just to figure out how to proceed.
Modern Warfare 1 & 2 had the tutorial/shoot house intro level But by the third game they just accepted you knew how a fps game worked and just threw you into the game sans-tutorial
The Mario troll block is probably from a Kaizo rom hack or mario maker level, they're basically super hard levels that also have alot of troll blocks and softlocks
The best tutorial ever is the tutorial world for Minecraft on the Xbox 360. Shit slapped hard. The first, second, and third versions. They all fuckin slapped.
Zoom Zike did a good video about how good a tutorial City Escape from SA2 was. I know it’s notorious for introducing Omochao which is the poster child for intrusive tutorials like you alluded to at the beginning but if you can resist the temptation to bump into him, the level itself basically shows you how to do everything with how the level is set up, be it homing attacks, tricks, spin dashing/somersaulting and even grinding. I recommend checking it out if you haven’t seen it
here's a thought- you're playing the first level, train about to hit you, qte activates, x - dodge. in 3 seconds time, you saw a cutscene, did something cool, learned the dodge button. qte's could be used as tutorials instead of padding
I love the minecarft tutorial eventhough it has the press A to jump etc. Due to after completing the tutorial you have full controll with hidden secrets, fun puzzles its just a great memory from the xbox 360, even going back its still a little bit of fun, and a good way to start a sandbox game as it shows what you can achieve in the future. And that it would get updated with whole new features, new secrets there are so many hours in those tutorial worlds. With friends and more
The perfect tutorial in my eyes would be one where the game pauses ONCE. And asks "Hey, this is a shooter, many mechanics from previous shooters also apply here. With that in mind, would you like to: A. Teach you the fundamentals from the beggining of how a shooter works. B. Ignore the fundamentals, but add indicators for game-specific features. C. Show you the button layout and do not show any pop ups. Note: This can be changed in the 'Gameplay' Settings at any time, there is also a copy of the button layout". There, the perfect tutorial
A preview of a skill in a skill tree is different than a tutorial popup because ones mandatory and the other can not only be ignored but completely missed
I think a good example of a scaling mechanics to learn is Hi Fi Rush actually. It straight up doesn't tell or give you half the stuff you need to work to a thematic level. Like assists, hard timed hits to activate finishers in the first place (Beat Hits), using your arm as a grappling hook, dodging to the beat to cancel the recovery and do it three times, super moves, and such aren't upgrades, they're all relevant assets of combat that allow you to perfectly do every encounter on instinct than knowledge. But the Production and Quality Assurance arc just restricts you from using all of them as you're likely to just mash for a bit. Only by Rekka herself and then the very humorous first run through Development does it ramp up. Also the whole thing is a satire on corporate development. Like the overly zealous manchild director, the draconian management, the gaslight friendly marketing, etc.
What if a game recognised how quickly you got the controls? Like if you moved around immediately then it wouldn’t give you anything, and if you didn’t and still didn’t after seeing hints you would get a popup
i have driver for the ps1 and i remember literally none of my family could figure out what the hell to do. I tried for several days but this was before you could easily google the solution so i kinda just rage quit.
The video has just started and I already wanted to say that Mental Checkpoint has a video on this exact topic. And 10 seconds later I see Pyro watching this exact video
12:51 I didn't really have this w/ Half-Life: Alyx, it would tell me how to do really basic things half way into the game. Like hold right trigger down to move over gaps.
Damn hitting me with that nostalgia from Gears of War 2, Gears 1 was my first game I played on xbox(I was 5) The training was very important for new players to the 3rd person shooter
One of the best examples of a good tutorial I can think of is probably Ultrakill. It's quick, concise, doesn't pause the game, and it already expects you to know the basics of a shooter game by throwing simple encounters your way that slowly ramp up in difficulty for the first couple levels or so. The tutorial popups are just text that appear on the screen whenever you get a new weapon/utility or come across a part of the game where you have to do something you haven't done before. It can all be quickly brushed aside as V1(a robot that you play as in the game) pulling data up to quickly brush up on some things while it's on the move, so it still fits within the game's world/narrative.
The Driver parking lot scene is not a tutorial. There is a separate tutorial in the game. People always make this mistake and it kind of bugs me. In Driver San Francisco Wii, there was also a parking lot level, and that WAS a tutorial, but the original one wasn’t. Also everyone who ever mentions the “tutorial” also mentions how they don’t know what a slalom is, which I personally l think is a pretty low bar not to reach.
In the Farewell Chapter of Celeste, there is a PowerPoint presentation teaching the player how to wave dash. I believe it is done best, as the PowerPoint keeps you entertained while still teaching you
Red Dead 2 is probably one of my favorite examples of a good game tutorial, because it jumps you right into the story and teaches you how to play without breaking the fourth wall in any way, and it gradually teaches you, rather than jumping straight into the entire UI.
You know what franchise has super annoying tutorials? The mainline Pokémon games. Game Freak doesn't add a option to skip tutorials for adults that played their games since 1996.
The org Half-Life is a great example of a build-in tutorial disguised as the first level. At the same time they establish the main character through NPC's and there some plot exposition as well.
I like putting pyros video as background noise while i get through my day. Thank you Flashbang for providing yummy slop for me to listen to, truly one of the RUclipsrs of all time.
“Truly one of the RUclipsrs of all time” GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD
Fr! I use him when playing space engineers
flash bang here
Samee
same, i put on his stream as background noise while playing Genshin Impact
My personal pet peeve with some tutorials is when the characters IN UNIVERSE tell you the controls. Nothings more bizarre than hearing the voice of a character telling you what the A button is in universe.
SNAKE, to use the ladder push the Action button
Sly Cooper
@@Soldrick Metal Gear Solid breaks the rule of a character telling you what to press, but it just fits in so well.
The Mother series does this well
"Imagine something called a B Button...harness your energy to "press" that button. And you'll ram into things!" - Paraphrased tutorial from Mother 3
its only ok when MGS does this no other game can pull this off
My least favorite tutorial games do is make you open inventory or any menus forcing you press each highlighted button that pops up and you can’t progress until you press it.
Most recent example of this that I can think of is freaking Ravenbound. So much wasted potential with that game.
Every mobile game
In the recent Garten Of BanBan game the segment where you needed to perform surgery was pretty simple in itself, but BanBan kept talking and talking for a full 1 minute and 47 seconds about the rules (despite a copy of the rules being right in front of us) solely so the game can waste your time in hopes you wouldnt be able to refund the game
GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD ET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY 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three birds with one stone
hand over your pancreas
classic banban gameplay!
bro is playing garten of banban
I'm so proud of pyro for coming out as a hater of game tutorials, no wonder he can't play any game well
My biggest tutorial pet peeve is the ones that force you to do the tutorial before you get to do anything else. Gacha games are very guilty of this, in fact I picked up and dropped Dislyte on 3 separate occasions because the tutorial completely restricts the player from doing anything until a good hour or two into the game. The WORST possible thing you can do is completely take away agency from the player, because you've immediately defeated the purpose of a video game. Tutorial or no.
Same. I also hate it when games try to weave their tutorials into the game's plot/story and world in a way that doesn't mesh well with it at all and feels like a slog. Monster Hunter World and Rise are really guilty of this, so much so that I haven't made a new character in a long ass time and I still haven't bothered playing through more of Rise.
No stop making sense say the funny OneyPlays things spawn of Roach Dogg
So sad to hear about your skill issues, Pyro 😢
Indeed.
It was so hard to watch him fail at the cuphead tutorial for 20 minutes…
Thank you harry dubois, “protagonist” of the hit crpg disco Elysium
to be fair i could see harry saying this
The tutorial in portal was some of the most respectful handholding in video game design ever. Because it doesn't feel like game is treating you like an idiot unlike almost all other tutorials.
If anything it's not even a tutorial because it's just an easy test chamber to show you the basics of what to expect, and then starts giving you harder and harder concepts
i mean it kinda treats you like an idiot, but thats just glados being glados
if you made a game you would be surprised by just how many people dont understand anything and need a tutorial
@@SirCat07 RAAAAAAAAAAA
Inscryption has a pretty good tutorial. Since on the outside it's a pretty cryptic game, it's easy to be confused about the rules. That's why the first time we are playing the game it shows one mechanic at a time, with a very short explanation. Only the basics are explained, because the game assumes that the player will figure out the intricacies of the system eventually. Not only that, but since it's a roguelike, even if you lose because you didn't fully take advantage of the rules, you will have infinite chances to truly understand the game later down the line.
This. Inscryption is such a GOOD game and the replay value is insane!
Ultrakill does this as well. It tells you only the basics of the mechanics, including when you get new weapons, and then lets you figure the rest out. With how quickly you can get back into the fray, and the fact that there's a whole nearly endless wave fighting gamemode that you can access at any time in the game right from the start, allows for players to test their skills and get better at the game at their own pace.
I picked up Inscryption on a sale a few months ago and it is literally the best game I've played in years
@@goobleronthat ending is so damn terrifying tbh- I legit didn’t expect luke carder to end up like that
@skelebonez1349 Hey there Card Gamers
This 34 minute Pyro video would be a 5 minute Dunkey video
Dunkey still thinks Last of Us Part 2 is a narrative masterpiece, so even though you're right, your opinion is still invalidated.
@@the_furry_inside_your_walls639 someone with an opinion differing mine? *gasp*
@@the_furry_inside_your_walls639 malding over someone's opinion
@@tobeymaguire9371 It's fine ti have different opinions, but it's also fine to call someone out if it's bs. Especially when someone calls the last of us 2 a narrative masterpiece, which is just objectively wrong
@@Ind3xPlus How? I loved that game and many other people did too, I don't get the hate at all.
Any ideas how to roast Pyro with this title? 🤨
“Suck” maybe?
@@amazingstudios7889
Formerly Chuck
Idk he fell off tho
Tutorial drama
Petscop 2
thank you pyro for feeding me my daily slop
i was starving very badly today but you've saved me again🙏
Surprising to see that Pyro got a new job as a game journalist, good for you, Pyro!
Summary was generated by Summatim, let us know if there are any inaccuracies! 🤖
0:01: Importance of Tutorials and Video Games
2:42: Common Mistakes in Tutorial Design
10:59: Concrete Steps for Good Tutorial Design
12:28: Introduction
13:02: Valve's Minimalism
13:45: Introducing New Mechanics Safely
15:26: Guiding the Player
17:38: Invisibly Seamless Design
19:05: Designing within the Context of Narrative
20:49: Gaming Literacy
23:30: Generally Agreed Upon Standards
23:56: Subverting Expectations
24:22: Conclusion
29:27: Introduction to tutorial design
24:57: Using level design to teach mechanics
28:00: Examples of games with unique tutorials
29:29: Importance of player familiarity
27:16: Designing starting areas with difficulty in mind
24:32: Examples of bad tutorials
A tutorial I like is the one in GTA V. It’s exciting and engaging since it’s introducing u to the characters while doing a heist. It doesn’t blast u with pop ups since u learn by doing not reading. Even 10 years later, every time I restart the story I always have fun just doing the tutorial.
But at the same time it's a chore, because it's lengthy for what amount of stuff it teaches, yet you have barely any control and the stakes are completely non-existent despite intense setup.
The reason why the game tutorial is so handholding is because people who never play video games really do struggle with it. Even moving with a keyboard and mouse at the same time feels like a mind-boggling system for them
My favourite Tutorial ever is kind of an obvious one for personal reasons. Transformers Fall of Cybertron.
In that Tutorial you play as Bumblebee who was knocked out of a shootout on the bridge of an autobot cruiser trying to get off the planet. A crane from the rival ship with Decepticons hellbent to not only keep you in Cybertron’s orbit but are also hellbent on making that the tomb of every autobot on that ship managing to miss barely.
You start on the ground with Rachet, the medic checking Bumblebee’s optics which is moving the camera and asking how they are, leading to a prompt asking if the default analog stick controls are satisfactory.
After which you managed to shoot a few cons off the bridge and get a message from the one leading the charge… Megatron, the very leader of the Decepticons directing his attention on the autobot leader. Optimus Prime. Claiming that the the ship you’re on will be torn piece by piece before it even has a chance to leave.
Prime leaves to lead a counter attack and while that happens you’re tasked with powering the defences after Decepticon forces began their boarding party with an attack on the orbital defences.
From here you learn the rest. Dashing and sprinting after the ship takes damage and starts catching fire, air dashes after witnessing random bots that were helping you mercilessly sucked into the void of space after a crane was lodged into the ship and shooting and changing the shooting hand with a gun fight where cons are swarming the defence controls. Hell bent on stopping you getting them back online.
In these few short hours of a tutorial mission it gives us a glimpse of how desperate each faction is. We see the carnage and the bloodshed and the determination the Decepticons have to just slaughter you all even after they’ve won control of the planet.
It’s more than just a tutorial but a intense fight for survival against a force that won’t stop until it’s wiped out the very remnants of the faction that opposed them. Something that becomes more apparent as the game progresses.
All in all… get a Xbox 360, find a hard copy on at CEX or something and play FOC. It’s a fantastic game with some really good story telling, fun gameplay and it’s just good! I’d also recommend the first game War for Cybertron as well.
These reasons are part of the reason I love the Yakuza series. The tutorials are a little card of knowledge briefly and succinctly showing you available punching combos while not actually pausing the action. It does have you try out different moves before progressing, but with the no pause in between, it doesn't disrupt momentum and it doesn't feel like the game is trying to hinder you. At the end of the tutorial the game just lets you go to town on enemies with everything it taught you. Throughout those tutorials, you're never stopped by pop-ups and it's not hand holdy to the point where it teaches you how to walk. Just teaches you some basic attack patterns and keybinds, then leaves you alone.
peakuza yet again, although 0 having tutorials for each style pisses me off with every replay
And then on the flipside, almost every major minigame in the series has a horrible MANDATORY tutorial you can't skip even on replay, and rarely do they actually introduce the minigame well. Yakuza 4 doesn't help at all with styling your hostess, Yakuza 0 babies you through one round of business and doesn't explain any of the intricacies, and Yakuza 7 dumps pages of paragraphs and infographics on you for the business management and just hopes you absorbed all that (And does it AGAIN for the shareholders meetings). It shocks me how fluid the combat tutorials are, just for them to drop the ball every time with the side modes.
@@maxwellpaynewell5305 Fucking noodle minigame and taxi in 5. Goddamn
the quarry approached pop up tutorials in an interesting way that I didn't mind; they would play little 20-second long cartoons at certain points in the game that fit the aesthetic, and they would prepare you for what you were about to have to do. A game like that where you really can't afford to mess up, I thought it was pretty cool. Good video
the titanfall 2 tutorial was probably the best tutorial I ever played, I remember spending nearly an hour just trying to get the best score possible. the best tutorial is one that doesn't feel like a tutorial
So proud of you Pyro. You managed to extend a video's runtime by 1.6x instead of 2x
I believe games should be intuitive like in the first Super Mario Bros
The first level is literally designed to learn the controls
The most unique tutorial I’ve had was from Rainworld. The game literally tell you nothing but the basic controls(basically wasd and 3 action buttons) and then leave you alone for the rest of the game for you to explore
The whole "squint your eyes" explanation is actually a trick used by Logo designers to make sure their logos stand out.
Unskippable tutorials also ruin the flow for repeat playthroughs.
18:40 Ha. I actually grew up having to use inverted controls. It was the only way I could play. Then one day, as an adult, my brain just had a moment where it was like, "Who can actually play like this?" So now, I can't play inverted anymore.
The tutorial in Warframe is pretty good. Anything it tries to teach you is just displayed as white text stuck to the level itself, so you can just keep going and it never abruptly stops you, and lets you experiment what all the buttons do.
People make fun of it, but pyro making a 30 minute video from reacting to a 20 minute video is good
My favorite type of tutorial is the ones where they just have it as a small box in the corner of the screen. It doesn’t mess with your flow, it just tells you surface level info in the corner during the first level
Ultrakill has some text pop up on the screen whenever you get a new utility/weapon or come across an area where you have to do a certain movement technique that you didn't have to do before in order to progress through the game's campaign. Quick, to the point, and doesn't pause the game.
Technically before the 5 years he mentions, but i think Titanfall 2 has a pretty good tutorial to show the basics, which is easily skipped within a few seconds if you know what you're doing.
the tutorial is also really fun
Pyro has such game journalist game sense he's starting to hate tutorial AI for shooting back, we've lost him boys. It's over.
5:18
JRPGS: "I'm gonna pretend I didn't hear that."
Pyro struggling to say slalom was the funniest part of the video. He just nonchalantly calls it solomon and salmon lol
the pseudo intellectual game design essayist hole is a super deep one
Every time I see a game have a tutorial it makes me think that the developer thinks that I have never played a video game in my life
They basically have to because to someone out there....the game is their first.
So they need to implement a choice to skip tuts. That's all.
At some point in your life, you played your very first video game. Now imagine if it had absolutely NO tutorials. I could imagine me as a toddler bashing my head against the keyboard until something finally worked cuz I didn't know what wasd was. Not fun.
@@Amodh1257 Back in the day you had a manual that explained almost everything you needed to know.
@@chainsawplayin haha or if you're unlucky and your parents didn't bring the manual with the game, you'd load up a wiki on dial up, it'd take 40 years and you'd come out the other side with 50 browser bars and at least 3 strains of spyware
I think you need to remember that people like Darksydephil exist in this world
I've been a big fan of video game design channels like Mental Checkpoint, Design Doc, and Game Makers Toolkit.
Hope you stream more of those vids.
You don't seem like a fighting game player, but channels going over fighting game design are very good too
I recommend adam millard - the architect of games to add to your collection
I feel like every pyrolive video is a disappointment because the title and thumbnail makes it seem like its gonna be Pyro talking about a subject but its just a 30 second intro and then the rest is him watching someone else's content.
Worse than tutorials is the “slowly walk behind friendly NPC for 10 minutes to receive exposition dump” parts.
I think the Hitman:Woa tutorials are very interesting in that regard. In the first game you have a classic tutorial, but it also ties into the story and you need it becuase it's the first game of the trilogy. In the second game they give you an easy target and you even have a "prep time" where you can mess around, set up things, interact with the map so if that's your entry point to the trilogy that's fine, but if it's the second game you play it then it makes for a good first level to get introduced to the new mechanics. You can also replay it and experiment and the challanges only encourage it, teaching you different elimination/guard takedown methods, how to use items to your advantage. I really enjoyed it and didn't feel like a tutorial. The third game just throws you into the action right away lmao.
The worst tutorial for me was when it literally only linked a video on RUclips.
A simple solution for this problem is just for game devs to ask if you want to play the tutorial first
Cyberpunk did a lot of things wrong, but it handled tutorials well. You're just asked if you want to do a tutorial or not.
“Would you like to do the tutorial?”
“No”
*ten minutes later
“WHAT DOES ANY OF THIS MEAN WHAT AM I DOING!?!?”
I get the point though, the forced tutorials are annoying
@@CoolLookinPeasure that might happen for like .0001 percent of games breaking grounds creating a new genre, but you dont need a fps tutorial. In fact id argue most games can be learned without a tutorial and would feel more rewarding finding out things you didnt know before.
I have watched many people, especially streamers, skip tutorials just to complain about controls/mechanics later on.
@@nolives I've seen so many letsplayers struggling to understand basic mechanics because they skipped a tutorial, its so maddening
I think one of my favorite "tutorials" I've played is the one in Hollow Knight - it does briefly visualize what buttons to press for actions, but it never interrupts you to say "Press this to do this, then use that to do this." The game encourages you to experiment with the controls as you learn them, and even rewards you - in one room, there's a long pit of spikes that you can't cross with normal methods, as there are no platforms to jump to and your normal jump doesn't give you enough horizontal distance. Most players will think to just turn back and return to this area once they have either a double jump or a dash, but more observant players will be familiar with how the melee attack causes you to bounce away from whatever you strike, and thus will test if the spikes can be bounced off of as well. By doing this, not only do they learn that you can bounce safely on spikes for as long as they can time their melee swings, but they're rewarded with a strong early-game item. Learning this trick early on is especially useful because it becomes an essential tool for some of the more treacherous obstacle courses and boss fights (and is even _required_ for the optional Path of Pain sequence)
Shin Megami Tensei III Nocturne and Digital Devil Saga’s tutorials are so straightforward in explaining the gameplay yet provide just the right amount of information
“One action costs one icon, striking weakness or landing a critical hit costs half an icon, missing or getting blocked costs two icons, and repelled or drained attacks end your turn. The same is true for the enemy”
12:30 minimal tutorial pop up also made for my personal favorite tutorial, "Press Space to Say 'Apple'"
Killer7:
square to run down rail-shooter track, X to aim down sight, R2 to fire fps, *Right Stick* any direction to reload the gun.
Is that why Toriel is named Toriel? I always assumed it was just a play on Taurus, since she’s… You know, a cow.
I am actually wondering about what people think about the Sonic Frontiers Tutorials. They give you pop ups pretty frequently at the beginning, they give you a prompt for tips during battles that is optional, between every level, they provide movement combo tutorials and whenever you unlock a skill, they put you in a room to try it out. I personally dont mind this butbof course i want to know what other think.
I find them interesting, although yeah I think maybe some things could’ve been done better to be not pop ups, As pyro said himself I see it as a necessary evil as annoyint as that can be soemtimes. I haven’t finsihed the game yet tho? On the last island. So far I’d give it a 8.5 outta ten partially because of how the characters are actually alive in this and not dull like in sonic forces
11:04 I like how he questions the edm like he wasnt vibing
Pyro resisting the urge to title this video.
Video game toturials are finished.
Im so proud if him
One of my favorite type of Tutorials with pause screens, when you already perform an advanced move, by the time the game is supposed to teach you about this move it just won't pause to teach you anymore. But they should still blend in the button prompt to notify player about the initial usage of these moves, otherwise they could get stuck improvising just to figure out how to proceed.
This is so random but i love how they put one of Aunty Donna's sketch as an example at 5:49. They're my favorite comedy group 🤣
Modern Warfare 1 & 2 had the tutorial/shoot house intro level
But by the third game they just accepted you knew how a fps game worked and just threw you into the game sans-tutorial
*black screen, hissing noise* "RPG!!!!"
Sonic Frontiers does that with the abilities on the skill tree and loading into a room where you can try them, I really quite liked that
Love that doom 2016 just gave you a gun as soon as the first cutscene
The Mario troll block is probably from a Kaizo rom hack or mario maker level, they're basically super hard levels that also have alot of troll blocks and softlocks
The best tutorial ever is the tutorial world for Minecraft on the Xbox 360. Shit slapped hard. The first, second, and third versions. They all fuckin slapped.
The piggies have been fed, thank you Pyro
Zoom Zike did a good video about how good a tutorial City Escape from SA2 was. I know it’s notorious for introducing Omochao which is the poster child for intrusive tutorials like you alluded to at the beginning but if you can resist the temptation to bump into him, the level itself basically shows you how to do everything with how the level is set up, be it homing attacks, tricks, spin dashing/somersaulting and even grinding. I recommend checking it out if you haven’t seen it
My favorite game tutorials are the ones where the "use the control stick to move" prompt is several steps away from where you start.
here's a thought- you're playing the first level, train about to hit you, qte activates, x - dodge. in 3 seconds time, you saw a cutscene, did something cool, learned the dodge button. qte's could be used as tutorials instead of padding
31:45 bro never heard of Gran Tourismo licenses
I like how this guy criticizes tutorials being optional then praises Dark Souls for having optional tutorial messages.
LMAO, what are the odds of the editor choosing Sonic Heros as an example when I just got the CD for it along side Sonic R from some archive. Too good.
I love the minecarft tutorial eventhough it has the press A to jump etc. Due to after completing the tutorial you have full controll with hidden secrets, fun puzzles its just a great memory from the xbox 360, even going back its still a little bit of fun, and a good way to start a sandbox game as it shows what you can achieve in the future. And that it would get updated with whole new features, new secrets there are so many hours in those tutorial worlds. With friends and more
“Giz of war” - Pyro
The perfect tutorial in my eyes would be one where the game pauses ONCE. And asks
"Hey, this is a shooter, many mechanics from previous shooters also apply here. With that in mind, would you like to:
A. Teach you the fundamentals from the beggining of how a shooter works.
B. Ignore the fundamentals, but add indicators for game-specific features.
C. Show you the button layout and do not show any pop ups.
Note: This can be changed in the 'Gameplay' Settings at any time, there is also a copy of the button layout".
There, the perfect tutorial
That driving game tutorial looks like the hardest tutorial to anyone not familiar with anything in driving games holy hell.
A preview of a skill in a skill tree is different than a tutorial popup because ones mandatory and the other can not only be ignored but completely missed
I think a good example of a scaling mechanics to learn is Hi Fi Rush actually.
It straight up doesn't tell or give you half the stuff you need to work to a thematic level.
Like assists, hard timed hits to activate finishers in the first place (Beat Hits), using your arm as a grappling hook, dodging to the beat to cancel the recovery and do it three times, super moves, and such aren't upgrades, they're all relevant assets of combat that allow you to perfectly do every encounter on instinct than knowledge.
But the Production and Quality Assurance arc just restricts you from using all of them as you're likely to just mash for a bit.
Only by Rekka herself and then the very humorous first run through Development does it ramp up.
Also the whole thing is a satire on corporate development. Like the overly zealous manchild director, the draconian management, the gaslight friendly marketing, etc.
video: popup during tutorial is not good
Pyro: BUT ITS GOOD FOR SKILL TREES NOOOOOOO
Birmingham brain right there
What if a game recognised how quickly you got the controls? Like if you moved around immediately then it wouldn’t give you anything, and if you didn’t and still didn’t after seeing hints you would get a popup
18:45 hearing this guy say he made move or die was crazilly unexpected
i have driver for the ps1 and i remember literally none of my family could figure out what the hell to do. I tried for several days but this was before you could easily google the solution so i kinda just rage quit.
The worst offender for game tutorials has to be monster hunter
Far Cry Blood Dragon tutorial, what a legend xD
The Minecraft Xbox edition tutorial will always be the best tutorial we can all remember.
i love how civ 6 lets you choose from 3 different tutorials depending on how experienced you are
The video has just started and I already wanted to say that Mental Checkpoint has a video on this exact topic.
And 10 seconds later I see Pyro watching this exact video
I mean it's not as bad as being exposed for what happend when pyro played tf2 on a certain day
12:51 I didn't really have this w/ Half-Life: Alyx, it would tell me how to do really basic things half way into the game. Like hold right trigger down to move over gaps.
Arin(egoraptor) explained this like 10 years ago...
Damn hitting me with that nostalgia from Gears of War 2, Gears 1 was my first game I played on xbox(I was 5) The training was very important for new players to the 3rd person shooter
24:06 that’s a Mario kaizo basically Mario but modded to be harder you should check it out
One of the best examples of a good tutorial I can think of is probably Ultrakill. It's quick, concise, doesn't pause the game, and it already expects you to know the basics of a shooter game by throwing simple encounters your way that slowly ramp up in difficulty for the first couple levels or so. The tutorial popups are just text that appear on the screen whenever you get a new weapon/utility or come across a part of the game where you have to do something you haven't done before. It can all be quickly brushed aside as V1(a robot that you play as in the game) pulling data up to quickly brush up on some things while it's on the move, so it still fits within the game's world/narrative.
I think Titanfall 2’s tutorial is really good. They put you right into the gauntlet to learn.
They should add a "Skip tutorials" option before starting a new game because most controls are common sense today
The ghost of Tsushima tutorial was one of the best I played
Tutorials: This key does- THANKS, THATS ALL I NEEDED.
The Driver parking lot scene is not a tutorial. There is a separate tutorial in the game. People always make this mistake and it kind of bugs me. In Driver San Francisco Wii, there was also a parking lot level, and that WAS a tutorial, but the original one wasn’t. Also everyone who ever mentions the “tutorial” also mentions how they don’t know what a slalom is, which I personally l think is a pretty low bar not to reach.
In the Farewell Chapter of Celeste, there is a PowerPoint presentation teaching the player how to wave dash. I believe it is done best, as the PowerPoint keeps you entertained while still teaching you
Aunty donna moment 5:41
A surprise to be sure but a welcome one
Red Dead 2 is probably one of my favorite examples of a good game tutorial, because it jumps you right into the story and teaches you how to play without breaking the fourth wall in any way, and it gradually teaches you, rather than jumping straight into the entire UI.
It is simple, it is all connected back to "show visually, not use text". Visual more, not text more. Be subtle, not obvious. Show, don't tell.
Ah yes my favourite game, Gizzov War
So proud of Pyro getting a job at IGN
3:37 no way, pyro is talking about my fav game!!!!!! gizz of war
I prefer the The binding of Isaac style where it's basically "Here are the controls, now fuck off."
You know what franchise has super annoying tutorials? The mainline Pokémon games. Game Freak doesn't add a option to skip tutorials for adults that played their games since 1996.
The org Half-Life is a great example of a build-in tutorial disguised as the first level. At the same time they establish the main character through NPC's and there some plot exposition as well.
25:23 Touhou Hijack lol