A lot of the game before you escape the testing track, minus maybe the point you are told about momentum jumps, feel like one big tutorial without even realizing you’re in one. It’s done very well.
When I played through Portal in dev commentary mode, I was surprised at the time to realize they’re basically trying to teach you things through the whole game (or at least heavily signpost). Made me realize a lot about game design, and design in general.
I’m here to say Portal as well, specifically because, once you really look for it, you realise that about 90% of the game is tutorial. Like, seriously, basically everything leading up to “The cake is a lie” is teaching you the skills you need for the final sequence. It’s a massive tutorial followed by one level of actual game, and it’s beautiful, precisely because you don’t even notice that the tutorial hasn’t ended.
Outer Wilds has a very elegant diagetic tutorial in the form of a museum and, well, a training ground, whole game is really a multi layered tutorial with scaling level of complexity.
If memory serves me right (as I played the game a while back), Shantae and the Pirate's Curse's intro stage acts as a tutorial, but it's so seamless to gameplay and story that it barely feels like so. Iirc, also same for Valkyria Chronicles 4's first mission.
And that I remember better due to playing relatively recently, Final Fantasy VI and Catherine's tutorials are well integrated to their games' specific flows, the former being a series of NPCs you talk to, something you already do a lot in the game, and the latter being quick, straight to the point and given like it is a normal part of the narration and the increasingly frenetic (for a puzzler) gameplay.
And also if memory serves me right, Dirge of Cerberus and Outlive both have optional missions in their main menus that act as tutorials, that don't feel like a chore, and that if you ignore them, the game is still sufficiently manageable.
There’s a lot of videos and articles like this one discussing how Stage 1-1 of Super Mario Bros for the NES is a cleverly designed tutorial for the core game mechanics.
Is this where we bring up the old Mega Man X Sequelitis video again? Chances are the best tutorial is the one you don’t even realize is a tutorial. There was also a trend that I first noticed around the time of Gears of War where the tutorial would not only be built into the story so that you wouldn’t feel like it was chore, but they’d also give you the opportunity to just skip it.
Przypominam, że wdółgłosowanie wpisów z powodu „nie podoba mi się“ działa ujemnie na możliwość dyskusji. Jeśli coś łamie regulamin to zgłaszajmy to modom, ale jeśli nie, to nie zakopujmy możliwości rozmowy. Nie róbmy bańki informacyjnej.
Nie wdółgłosuję Twojego posta, choć się z nim nie zgadzam. Ale wobec trolli i wrogów politycznych (KJ jest takim wrogiem, zmyślnym i niebezpiecznym) będę używał wszystkich możliwych środków, aby ich zdeplatformować.
Thats why you virtualize. I have a program that I must use from time to time because of legacy issues, and much content in their propietary format. The solution was either pay out the wazoo for accesing my own content a few times a month, or arrr it. A download, and a VM does the trick. And bonus, I can use it in Linux, too.
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