For BG3, don’t search something about it, just start and play. You don’t need to know anything prior, however it’s a role-playing game so play accordingly what kind of character you created. You can save-scumming if you want if some desicion you made leads to something bad, though they all the part of the game. Just play and experience.
For games like Overwatch, it isn’t complicated at all. It just requires you to play it constantly and learn counter measures just by playing. Learning them is the fun part, overthinking about them not so much.
To be fair when I see “complex game” part, I was kinda expexting some advanced building games, something like Factorio, maybe RimWorld.
Anyway, also you don’t have to like any games even if they are overwhelmingly positive titles. Just find what you like and dig in.
I don’t know I’d qualify Rimworld as complicated, honestly. It has more moving parts than The Sims, sure, but it is nowhere near how complicated EU4 seems (I haven’t played it, it scares me, but CK is another good example).
Hey now factorio isn’t complex, just play it a lot and you’ll pick it up… I’m 2000 hours in and managed to finish a game in only 70 hours! I’m thiiiiis close to making train lines without constant crashes. Pretty soon I’ll feel ready to add in Bob’s mods to the mix. It’s… Simple…
Yup. D2 has the worst new player experience of any game I’ve played. But at the end of the day, it’s just about knowing where the daily solo dungeon is, so you can grind Light level. Raids are complicated though, because a lot of them are like puzzles.
Stopped playing it because of how money hungry the game is.
Also all the actual good content (raids) are not explained and you need to herd some cats to do them. Which is even harder if you’re learning them.
The best time I had with destiny was when I had a clan and a couple of the more experienced players would take a bunch of newbies through. Then we could fuck around and not be completely lost.
It was always fun to go in on a brand new raid and fuck around with a few buds to figure out what are actually REALLY difficult challenges that require both skill and puzzle-solving skills. I just got burned out on it and just quit PC gaming entirely and got a Switch just because of the state of modern gaming in general.
I can’t speak for today but when I played it, it wasn’t so much “complex” as there were hidden missions (and according weapons) that are nearly impossible to find if you don’t know about them, and raids you basically have to join a group with a leader and the leader will require that you read documentation before-hand because they’re nearly impossible to figure out on your own.
Absolutely. I spent years playing Destiny and eventually got tired of researching lore on the web because that’s what you had to do. The secret missions and guns and raids are next to impossible to figure out on your own.
As for OW, I played for a while but was just instantly slaughtered. My playmate explained it was because I was X character and Y character has Z ability and I needed to switch to V character when I respawn to counter their abilities and then I realized she had spent hours researching all these character traits on the internet and that’s around the time I bailed.
My playmate explained it was because I was X character and Y character has Z ability and I needed to switch to V character when I respawn to counter their abilities
With all due respect, your playmate knew jack shit. Particularly in Overwatch, the “countering” is a combination of personal skill and situational awareness: you can win with any character against any other one, by just using the right abilities at the right time from the right place.
It’s also mainly a team based game… or used to be… so which character you pick is much less important, than knowing which synergies you can get with your teammates. That one does take time to learn, on everyone’s part, but a well synergized team can only be “countered” by another well synergized team.
For reference, I’m part blind, and some of my favorite kills are Mercy vs. Widow, or Torb’s ballistic rivet headshots across half the map vs. whoever thought they were well behind cover.
Pulling off a Junkrat mine-assisted jump and destroying Pharah on a wide outdoor map is always glorious. Love(d) doing that shit.
Then just spring a trap and blast Mercy as soon as she immediately goes to res the dead Egyptian rocket lady, because that’s what she almost always does.
Yeah, Pharah’s weak spot was holding still while ulting, easy target for everyone.
But the trap for Mercy wasn’t a guaranteed hit, I used to “main Mercy”, and the trick was that Pharah’s “corpse” started where she got killed, however high above ground, and then began falling. Mercy’s rez (and heal/boost) had a minimum engage range, but the disengage range was about twice of that, so a Mercy could fly towards the corpse midair, hit rez while passing it by, then channel rez while still slowly hovering down, sometimes even rezzing pharah midair, not having to touch the ground.
The risk to that, was if Pharah’s corpse happened to land on a roof, while Mercy kept hovering down, she would get out of range and lose the cast… but that’s what made it interesting.
I also miss that one time when they made Mercy’s ult a speed boost; best Mercy games were always while keeping her in the air as long as possible, healing everyone while jumping among them, but the speed ult made for some fun “let’s see how many can I rez in a single game”.
But really destiny and overwatch complicated??? Those games are for children
Overwatch might seem that way because of the cartoon style and the low skill floor, but the skill ceiling is somewhat higher. I haven’t met many children who would be good at predicting behavior of high-level opponents and coordinating to counter it, for example.
I don’t know that I would call it complicated, either, except in the sense that there’s often a lot to keep track of all at once. I think I’d place it somewhere in the middle.
BG3 is based on arguably the most user-friendly version of Dungeons and Dragons, 5th Edition (5e). Larian themselves also do a fantastic job at easing you into the mechanics via gameplay, so you can honestly jump in and just play something that sounds cool to you without worrying about having to min-max or optimize your character. The game lays out what you get on each level-up pretty well and it defaults you to being a single class, so you won’t have to worry about multi-classing unless you want to - and because it’s based on 5e, you can honestly get away with not optimizing your build that much, if even at all, and manage to do fine as long as your main damage (STR for melee, DEX for ranged and Finesse weapons)/casting stat (INT for Wizards, CHA for Bards/Sorcerers, and WIS for Clerics/Druids) is high.
Can’t speak on OW2, but with games like Deep Rock Galactic and Vermintide, I found it’s best to just play it and figure stuff out slowly from experience. A lot of it can sound complicated, but I found it’s easier to digest the complexity of the mechanics and systems a bit at a time as your experience with the game grows. Like with Vermintide, as an example, I recently started really diving in deep with Cleave, Stagger, and Frontline/Heavy Frontline/Tank property mechanics and numbers for melee weapons; you literally cannot see these things from the game’s UI, and starting out I had no idea these things even existed, and it only really matters once you start playing on the hardest difficulties, Legend and Cataclysm. If I had to figure out all that stuff early on, I would nope out of the game super quick lmao.
5e might be easier to grasp than previous editions, and even easier to play than other TTRPGs, but even then. I started playing DnD after my second playthrough of BG3, and even having some experience with CRPGs, reading through the DM book, PHB, and all the sourcebooks I totally legally acquired, felt like trying to map a room with my eyes closed. Bg3 streamlines the math, but the complexity is still there.
Half of all the time I’ve spent as a DM has been spent devising homebrews to streamline the game further.
Complexity gives the games depth which allows them to hold interest. You can try something, figure out how to play the game that way, and then go and start a new character to figure out how to play the game another utilizing the knowledge you've gained from prior experimentation.
Some of the inventory management can be annoying at times, but again it's an opportunity to employ knowledge as a means to identify the items that aren't particularly useful to one playstyle and could be useful under another set of abilities/attributes or some set of combinations allowed by the game.
A game that only has one right answer quickly becomes a boring precision button pushing simulator to people who prefer more complexity, variety and depth in their gaming experience.
Not that one preference or the other is inherently correct, but hopefully it can be understood that different people want different things from their games.
For destiny, I have no idea. I first played D2 when it launched and that was fine, but I attempted to pick it up again a year or two later and I was immediately lost.
For overwatch I agai haven’t played in quite some time. But for multiplayer shooters like that I try to go into a casual mode or training mode first and just get a feel for everything. Eventually you get the hang of things.
For RPG’s it depends. Some games can benefit from reading up online. For example I’m playing bloodborne right now and I had no idea how I wanted to spec out my character. So I looked up what weapons and abilities are in the game and made my decision based around that. If a game features a respec option, I’ll be more likely to just go in and wing it and change things up when I need to.
casual mode or training mode first and just get a feel for everything
These usually don’t have any explanation of the game mechanics though. Like you’d have to sit down and analyze all the character traits on some web forum in order to not get immediately slaughtered by other more experienced players, since it’s multiplayer only.
Getting repeatedly beaten in competitive multiplayer games is just kinda par for the course if you haven't learned the meta, strategies, etc. If you lack game knowledge and your opponents have that game knowledge, you will mostly lose.
If winning in the game is the only way you find enjoyment in them, then those kinds of games require significant investments of time and energy to "git good".
I say this as someone who is repeatedly shit on in every game of CoD I've ever played and will play in the future. That said, I don't gain particular enjoyment from winning alone - not that it isn't fun to win, just that I get just as much enjoyment from other aspects of the game.
It sounds to me, mostly, that these games just don't really appeal to your idea of what's fun.
Generally I just start playing. If the game keeps my attention and I keep playing at some point all the various character abilities, what is valuable or not and managing items just clicks. And some days I just don’t feel like figuring stuff out so I play games I am familiar with.
Experience. I’ve been playing video games for 40 years. Many of them of any given genre tend to follow a familiar formula. While I also wing it, like others have said, it usually doesn’t take long to recognize the patterns of the formula.
Never played destiny and never will, but deep rock galactic, overwatch, and baldur’s gate all have mechanics rooted in other games. After playing a few other ability-heavy shooters with slower onboarding, OW and DRG make sense.
At the risk of inviting the internet’s wrath, when people talk about the difference between serious gamers and casuals, this is the sort of thing they’re talking about.
“Serious” gaming involves a particular set of skills and interests, such that the person is willing and able to just jump into some complicated new game and figure it out. And it’s not just that “serious” gamers can do that - the point is that they want to. They enjoy it. They enjoy being lost, then slowly putting the pieces together and figuring out how things work and getting better because they’ve figured it out. And they enjoy the details - learning which skills do what and which items do what, and how it all interrelates. All that stuff isn’t some chore to be avoided - it’s a lot of the point - a lot of the reason that they (we) play games.
You talk about your inventory filling up and then just selling everything, and I can’t even imagine doing that. To me, that’s not just obviously bad strategy, but entirely missing the point - like buying ingredients to make delicious food, then bringing them home and throwing them in the garbage.
You talk about your inventory filling up and then just selling everything
Uh, no, that’s not what I said at all.
My inventory is finite and at some point I have to choose what stays and what goes. Not only that but I have to sell enough things that I can continue picking up more items without leaving items on the ground in the middle of the map.
Then having to regularly stop and weigh the weapons in my inventory against the weapons on the ground and making choices I don’t even fully understand that come back to bite me in the ass later.
And what they're saying is that those elements are fun to the people who play these games.
Weighing different priorities to choose the best or preferred option for the future is flexing some very serious psychological muscles. Developing strategies to do it well is these types of people's version of practicing 3 point shots.
Reading you complain about it (which is fine, it doesn't have to be your sort of game!) is like listening to someone complain about how many times they have to throw the ball in basketball. "I just wanted to dribble and dunk, what are all of these other silly elements for? They're just getting in the way!"
If you want a really good comparison between these types of gamers and others, look at Path of Exile versus Diablo 4. Diablo took the mass-market appeal route, and de-prioritized many of the elements that more serious gamers enjoyed.
Now Path of Exile is a free to play money printing machine, and Diablo gets headlines for how poorly it's doing. There are many detailed analysis' online about why, and most of the reasons come down to removing the 'complicated' parts you're talking about.
And what they’re saying is that those elements are fun to the people who play these games.
In no way did I respond to that.
Weighing different priorities to choose the best or preferred option for the future is flexing some very serious psychological muscles. Developing strategies to do it well is these types of people’s version of practicing 3 point shots.
That’s all well and good but the game often doesn’t give you the knowledge required to make those choices thoughtfully. It feels like I’m expected to spend my days on internet forums and search engines just to figure out how to play the game.
If that’s the case, that’s fine, I will just avoid the game. But I feel like there should be some sort of disclaimer in the store.
Reading you complain about it
I haven’t complained about anything. I just asked a question.
My point though is that you talk about all of that as if it’s some sort of chore.
To me, it’s a lot of the fun.
I rarely even get to the point of having to stop and weigh choices in my inventory, since every time I come across something new, I have to stop and check it out and try to figure out what it is and what it does and what sort of advantages or disadvantages it might have. I enjoy that. So all along the way, I’m figuring out what I want to or think I should keep and what I want to or think I can get rid of, and not because a finite inventory demands it, but because that’s part of the point of playing in the first place.
Broadly, you’re asking if other people actually invest the time and energy to sort out how to play complex games. I’m saying that we not only can and do, but that that’s a lot of the point. That whole process of sorting things out is a lot of the reason that we play in the first place.
My point though is that you talk about all of that as if it’s some sort of chore.
Repetitive gameplay is not fun for me, personally but more power to you. I’m just trying to figure out what exactly I’m missing before I invest time into this game.
I rarely even get to the point of having to stop and weigh choices in my inventory
Those are not the types of games I’m talking about. Borderlands is the worst example I can think of where you have to stop every 3 minutes because the ground is constantly just littered with weapons, each with a dozen traits that is, at no time, explained to you while playing the game.
Horizon Zero Dawn is another one.
Now obviously those games are very popular, which is precisely what I’m trying to understand.
Broadly, you’re asking if other people actually invest the time and energy to sort out how to play complex games.
No it’s not. Obviously you do, or you wouldn’t play them. What I’m asking is how you sort it out.
Perhaps this conversation would be more constructive if you told us some of the games you do like, instead of the ones you don’t.
Because I’ll tell you right now, unless you prefer interactive novels which are only arguably games, every game is based on repetitive gameplay.
Specifically, building repetitive gameplay on top of repetitive gameplay is what makes games, games.
Like with chess. You have a repetitive “chess game” loop which has many “your turn” loops inside.
What I’m asking is how you sort it out
To address this specifically, this is what the community of the game is about. It’s why wikis are created and maintained. And so the answer would change based on which game you’re talking about and your goals in that game
For borderlands specifically, a few quick heuristics you can use is to ignore all weapons of not legendary color while in lower level areas, or to stop picking up lower tier items when you don’t need the cash, or to skip everything that isn’t a shotgun because that’s the only piece you need to update
I was speaking broadly but “repetitive” isn’t a binary quality, there is a spectrum.
this conversation would be more constructive if you told us some of the games you do like
Well, that would be a long list but my absolute favorite games are of a very specific nature. I don’t know if there’s a name for them. All the Devil May Crys (but especially DMC), God of War, Control, Jed: Fallen Order, etc. Basically third-person fighter games with combo attacks, a relatively clear direction (even when there are multiple available), and an easy-to-understand progressive skill tree. Anything with characteristics like “strength, charisma, durability” etc. tends to lose me very quickly because while those words have very clear and obvious meanings in the real world, it never explains what those things actually mean in the game and I find myself just upgrading them almost totally randomly.
It’s why wikis are created and maintained.
When I’m relaxing I don’t want to spend my time reading documents, personally. I never see any mention of “pick up and play-ability” in reviews and no one ever seems to complain about the complexity so I inevitably end up buying these games because gamers rave about them, playing for a few hours, and then getting bored/confused and dropping them, which ends up being a giant waste of time and money because I got zero enjoyment out of them.
You said BG3 was a gift, so it’s not costing you anything to not play something you don’t like.
Given what you’ve said, I would suggest avoiding anything with an RPG label anywhere.
For BG3, if you want to keep playing, you can skip the character creator. They have a dozen prebuilt options you can play without doing the detail work.
For inventory, you can ask your brother to handle it and send everything to camp.
But even with those, you’ll likely not enjoy BG3 because even the fighting mechanics are based around that type of complex decision making, making you pause all the time so that you can make those decisions.
It’s ok to tell your brother you don’t enjoy the gameplay. You don’t have to like it just because other people do.
If you want a calm group of people to play with, DM me and we can trade Steam information (assuming you use that platform) - we typically need a 4th player anyway
Obviously if you don't enjoy it then that's 100% valid, but at least in terms of understanding what to do it's totally okay to play DRG without understanding anything beyond "shoot bugs and do whatever thing mission control most recently asked you to do". There's no need to play at a higher hazard if you don't yet know or just don't care to know about how to set up your weapons for maximum effectiveness or how to counter each type of bug and so on. Just play at whatever hazard you find fun and try things out until you find what you enjoy. There's no class or weapon that is non-functional without some other component. No wrong choices, so to speak. They're all just degrees of better and worse at any given job, and if you try something out on a mission and it doesn't work then the absolute worst possible penalty is just that you fail that mission and only get a little bit of xp and cash instead of a bigger amount.
Insanely deep rpgs are a bit of an issue for me as well. And I generally do love rpg games, but I feel like the good ones should ease you into decisions a bit better than dropping you into a character creator.
Baldur's Gate 3 has a lot of mechanics to it, but it does a really good job of onboarding you in most of them. On character creation, or on leveling up, or anything where the game asks you to make a decision about how you've built out your character, there are tooltips to explain the mechanics. Mouse over it if you're on mouse + keyboard, or press Select or click in the right analog stick if you're on controller (it should tell you which one). It will explain everything you need to know there. But if you'd like to breeze past the character creation screen, you can choose an origin character, which are pre-made, or you can stick to basics. Choose a Fighter with 17 Strength if you want to do melee stuff. Choose a Rogue with 17 Dexterity if you want to do ranged attacks like bows. Choose a Wizard with 17 Intelligence if you want to do magic; magic uses "spell slots" instead of mana or MP, which basically just means you can use a spell that many times. When you get the option to choose a "feat", which is approximately every 4 levels, upgrade that primary attribute until it hits 20, which is the max. Whatever that attribute is (the ones I just listed for those classes), the higher it is, the more likely you are to hit with your attacks.
The gist of it is, when you find a complicated game, you can often just engage with it on the most basic level, and then once you master that basic level, you build on it a little bit at a time. BG3 is a long game, so you've got plenty of opportunity to master what you know before building on it; rinse, repeat. I've applied this same methodology to fighting games plenty of times as well, which many people would consider to be a difficult genre to learn. We got rid of game manuals a long time ago, so complex games have had to get better and better at teaching you how to play while you're playing.
I had the same overwhelming reaction to BG3's creation menu, but honestly, the game goes the mile to let you change everything later if you feel like it and honestly there's a "go with the flow" vibe by the fact that very few cases have instant game over conclusions.
I would say though that combat tends to be a measure twice and cut once because there's often an easy way of dealing with it, being either using the environment or exploring first another location that might give an advantage.
I love both Baldur's Gate III and fighting games but disagree. I think both are woefully inadequate at explaining their rules to players. Larian games need to not only make BGIII's rules as clear as a rulebook but also make tactics and strategies plain and clear to the user. Otherwise, it is very easy to fall back on decades of video game expectation only to realize your expectations are wrong. I had a co-op game of BG3 with a friend. My friend couldn't understand why he had to position his units anywhere. Didn't understand why inventory wasn't just immediately being teleported to a shared infinite item box. Didn't understand the basic mechanics of D&D combat (which even then, Larian changes to various degrees) Didn't understand why decisions had any meaningful consequences. Didn't even understand what he was supposed to be doing narratively despite there being a quest log and having us recap the story up to the point we were.
While fighting game tutorials have gotten better, I still have yet to experience one that explains very basic things that the FGC takes for granted. Things like health bars being identical physical lengths but representing different numerical values. Things like "waiting for your turn." Things like meter management.
Complex games are great. But complex games need to recognize that they have a larger duty to teach than simpler games. I think video game design needs to take a page out of tabletop game design and provide some analog to the tabletop rulebook: complete with not just rules but detailed explanations, sidebars, and examples of play.
I agree that fighting games haven't made it where they need to be yet. In fact, I've only ever found one that explains how to defend against a command grab, which is a very basic thing they should be doing better. As you agreed though, they're getting a lot closer, with a lot of intermediate steps along the way.
I disagree that the teaching tools are insufficient if they never teach you about something like positioning in Baldur's Gate. For one, you can observe that your opponents are doing so, and you can observe which things that makes easier or harder for you and why, like now it's harder for your melee character to hit them when they run away. That's way better than someone telling you about it, and it's better onboarding to not info dump all the rules at once.
While I agree in principle, I think a game needs to make it clear when something isn't window dressing. My buddy just couldn't understand why positioning mattered. It never clicked for him because he figured RPG combat was just "swing a sword/shoot an arrow until the other guy dies". We had to explain it to him. He also never thought to explore the UI for information as to why his movement was reduced or why he was disadvantaged, despite having icons next to his character with tooltips explaining what status effects were in play. While it may seem obvious that things are happening on screen and one could deduce that something meaningful is occuring, I think if I'm honest, I can't blame my buddy for not understanding. I've fallen victim to it myself.
Sometimes we just don't, on our own, interpret information as being meaningful. Consequently, we unduly discard it before making decisions. I think it's important to be told in one form or the other when something matters. Whether that's tutorialization or otherwise, I think it's important. I think the more complicated the game, the easier it is for a player to fall in to a trap of discarding important information and subsequently becoming frustrated.
I think even something as simple as the game making its expectations clear from the start could go a long way. Something as simple as conveying to the user that they are expected to be attentive as they play.
This line strikes me as curious. Were you playing co-op together for his first time through? There are a lot of tutorials in the early game that explain so much of this stuff that you have to explicitly dismiss that they're hard to miss...unless you're in a discord call with some friends. And did you have to explain it to him, or was that just the first opportunity he had to raise the question, and you answered right away without him having time to figure it out himself? Did he ask you because he found the game difficult, or did you just tell him without him even asking because you observed that he wasn't using his movement? The opening moments of the game actually require you to use your movement in turn based combat in order to continue, and you can observe which enemies can reach you or not as you approach your objective.
If your friend really had this hard of a time learning that without trying to see how to overcome the challenge by just doing anything else besides what didn't work, it sounds like the type of person that Sony gets for their play tests that tells them they need to give an answer to a puzzle after looking at it for only a few seconds. I don't know that you can onboard that person without frustrating everyone else, other than easy mode, which BG3 does have, and it tells you what kinds of expectations it has of you on that screen.
And did you have to explain it to him, or was that just the first opportunity he had to raise the question, and you answered right away without him having time to figure it out himself?
I suppose it was a bit of both.
It was three of us playing. I had finished the game already by the time we started. At first, we left it to him to explore the systems on his own. He got frustrated with that and would complain that we weren't telling him what to do. So, we gradually explained more and more until we just started making decisions on our own. He was still frustrated. For example, late in to Act I, he would continue to throw his cleric in to the middle of battle as a melee fighter and die. Shortly after that, we all decided to stop playing.
There are a lot of tutorials in the early game that explain so much of this stuff that you have to explicitly dismiss that they're hard to miss.
I must have missed them, then. I don't recall any tutorials explaining anything beyond the cursory "you have to be in range to attack" or "potions heal HP" type of things. In fact, I loaded up my save and perused the tutorials again. The tutorial titled "Combat" simply tells you that there's an initiative roll, combatants are listed at the top of the screen, and during a turn, a character may take an action, bonus action, and move. It's entirely unhelpful. It may as well be a fighting game tutorial which says, "use punches and kicks to defeat your opponent."
The opening moments of the game actually require you to use your movement in turn based combat in order to continue, and you can observe which enemies can reach you or not as you approach your objective.
I got through it by just running past most everyone. Sure, you can clearly see you have to move and that you have actions to take but nothing else is explained beyond that. I think that opening sequence is a great example of the lack of explanations in the game. My buddy thought he had to kill absolutely everyone on the nautiloid. We tried twice before telling him that you can continue moving past enemies. The thought never occured to him. I can't blame him, either. All you're told is that you have to connect the transponder in a certain amount of turns and narratively, there's a sense of urgency. Nothing tells you that you don't have to kill everything on the screen. That might seem painfully obvious but that's my point: things obvious to one person are not obvious to another. That doesn't make someone stupid, either. They just have different experiences and different expectations.
Nothing in the game explains that encounters are not immutable. Nothing in the game, as far as I can remember, explains the value of environmental elements and how to leverage them in combat. Nothing explains the tactical value of oil or water on the ground. Nothing explains the concept of crowd control at all. Nothing explains how to keep backline party members safe. This is all left for the player to discover.
I've been playing Larian games for a long time and I don't remember a single one of BGIII, DOS2, or DOS ever explaining these concepts. If you walk in to these games without the understanding that you are expected to be observant and play around with the game mechanics, you will have a bad time. There are innumerable posts on the Web by people frustrated with the game because they don't know what to do. My buddy is not an isolated example. People think differently.
My buddy tried fighting in melee combat as a low-level cleric. That might be a totally valid thing to do in something like Final Fantasy. My buddy thought he had to kill every enemy on the nautiloid. Maybe that's just what you do in something like Diablo. Hell, I just finished a dungeon in Star Ocean which required exactly that. (It even told me upfront that would be the expectation of the dungeon) We are taught things which influence our decision making process. Without being told otherwise, it can be hard to understand exactly what is being asked of us as players as we try to reconcile those expections with our experiences.
My buddy didn't need to be told what to do. What he needed to be told is what he can do and why he might want to do those things. In that, Larian failed him and, in my opinion as an adoring fan of their games, they have a habit of doing so.
I don't think you actually let your friend fail and try to figure out how to not fail, and I don't think it makes the game better when you're so afraid of letting the player fail and apply what they've learned that there aren't actually any decisions to make, like those Sony examples (God of War and Horizon's latest entries, to be specific, were the ones that caught flak for this). That's where the fun comes from.
I don't recall any tutorials explaining anything beyond the cursory "you have to be in range to attack"
And that's all you need to know in order to determine that positioning matters. They also explain opportunity attacks.
The tutorial titled "Combat" simply tells you that there's an initiative roll, combatants are listed at the top of the screen, and during a turn, a character may take an action, bonus action, and move.
Which are a few of the things you said your friend was unaware of, despite the fact that several of these things are reiterated on most of the cards for your available actions during combat.
I've been playing Larian games for a long time and I don't remember a single one of BGIII, DOS2, or DOS ever explaining these concepts.
Me neither, but even in my brief time with DOS1, I don't recall needing to be told either. I just somehow found out that poison clouds can be set on fire, and very quickly.
This is not an insult to your friend, but just because he falls into the group that didn't catch on immediately, I don't think that's indicative that the game is bad at teaching you how to play it. The Nautiloid highlights exactly where you have to go and how many turns you have to do it. If you let him fail once and try again, presumably, he'd realize that what he was doing wasn't working and notice that giant UI element telling him how many turns he had to get to his objective.
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