Great read!
I hate forced tutorials in games ("Hey, Master Chief, look at these four lights so we can see if your neck is working." "Press A to jump over this awkwardly-placed pile of rubble." "Press B to crouch under this awkwardly-placed fallen tree."), but the games you listed (HL2 and BioShock) are perfect examples of tutorials done right (though I'd never thought about it before now).
Nothing is more jarring than popups getting in the way of enjoying the world the designers created for you, and if you don't realize you're being taught, they've done their job.
I hate forced tutorials in games ("Hey, Master Chief, look at these four lights so we can see if your neck is working." "Press A to jump over this awkwardly-placed pile of rubble." "Press B to crouch under this awkwardly-placed fallen tree."), but the games you listed (HL2 and BioShock) are perfect examples of tutorials done right (though I'd never thought about it before now).
Nothing is more jarring than popups getting in the way of enjoying the world the designers created for you, and if you don't realize you're being taught, they've done their job.
I'm surprised you brought up MGS in a negative tone, but this reveals a defect in your blog. You've failed to mention that HL2 and Bioshock both rely on visual button prompts throughout the tutorial process - press O to use, press R1 to whack, etc - which is just as fourth wall breaking as MGS' vocalized button prompting. I would argue that MGS applies the tutorial more expertly than HL2 by the fact that the vocal tutorial is immersed into game-world dialogue, whereas in HL2 the manner of introducing character actions is hamfisted in via, essentially, pop-ups. MGS4 in particular is more aware of its nature as a game, and more capable at exploiting it, than HL2, since the latter still suffers a divide between itself as a narrative and itself as an interactive game - but I'm specifically talking with regards to tutorials, just to be clear.
In this way I feel you've misrepresented MGS.
Also, you might have confused level design with game design.
In this way I feel you've misrepresented MGS.
Also, you might have confused level design with game design.
Great read. I really enjoy tutorials that work in the background. One thing I have to say though is that some of these games rely on the fact that many of the mechanics have been forced onto a player for some time. For example, Portal never tells you what button shoots, because the player already knows that the triggers are what you use to shoot in every fps game. In this regard forced tutorials have their place.
Also, being a simpleton, I might recommend more pictures.
Also, being a simpleton, I might recommend more pictures.
"Throwing praise at Valve is a bit like pissing in an ocean. You're going to be surrounded by people who can piss much harder than you and who have been doing it for much longer, but ultimately, you're going to wading knee deep in piss."
You did it wrong, it's pissing in an ocean of piss. Not pissing in an ocean
You did it wrong, it's pissing in an ocean of piss. Not pissing in an ocean
@mrandydixon
Funny, I thought some - some - of the bits of Halo's tutorials were well done. Asking you to look up at a light, for example, and setting inversion by which direction you pushed the control stick. Alright, that's more clever than well done, but another point presents you a chance to assassinate someone, but doesn't demand you do so, teaching without forcing the player to do something.
And yet again I go off about Halo like a schoolgirl with a crush. Anyway, you've written a great blog. I'm still undecided about where I stand on tutorials, but I can agree Valve, and some other exceptional puzzlers, have done a great job.
Funny, I thought some - some - of the bits of Halo's tutorials were well done. Asking you to look up at a light, for example, and setting inversion by which direction you pushed the control stick. Alright, that's more clever than well done, but another point presents you a chance to assassinate someone, but doesn't demand you do so, teaching without forcing the player to do something.
And yet again I go off about Halo like a schoolgirl with a crush. Anyway, you've written a great blog. I'm still undecided about where I stand on tutorials, but I can agree Valve, and some other exceptional puzzlers, have done a great job.
@Beyamor
I see your point about Halo, and I guess at the time, the "look at the lights" tutorial was probably important because a lot of us hadn't played many (if any) console shooters before.
Still, though, it was a bit lame when they were still doing the same thing in ODST...
But hey, feel free to gush about Halo all day in my company. I love the games; they're the only series (besides Valve games) that I will be without a second thought.
I see your point about Halo, and I guess at the time, the "look at the lights" tutorial was probably important because a lot of us hadn't played many (if any) console shooters before.
Still, though, it was a bit lame when they were still doing the same thing in ODST...
But hey, feel free to gush about Halo all day in my company. I love the games; they're the only series (besides Valve games) that I will be without a second thought.
Oh god when you mention forced tutorials, two words and a number ring in my ears.
Kingdom. Hearts. 2. That's right there is the definition of forcing a tutorial on you to the max.
Kingdom. Hearts. 2. That's right there is the definition of forcing a tutorial on you to the max.
Hey, thanks for the comments everyone: positive, critical, it's all feedback. You raise an interesting point with MGS. I guess in 4, they took the time to take you through every step of controlling Snake in a game context, whilst taking advantage of its self awareness. Which is good. What I was criticising is its tendency to mouth off absurdly about meta context. But whatever, it was more of a sidenote. I think an interesting thing to consider with Half Life 2 and Bioshock (both of which I failed to mention I played on the PC) was that it assumed I was acquainted with a lot of the controls, but gave me subtle reminders for more complex actions. On some level, telling people which button to press is pretty well inevitably, I just liked how they got that over a done with quickly and taught you how to use your new tools in an appropriate context.
Also KH2 3 hour intro was not subtle at all.
Also KH2 3 hour intro was not subtle at all.

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