Tutorials and Games that have Depth and are Approachable

Post » Wed Jul 28, 2010 1:26 pm

I recently came across this series, Extra Credits, and it is amazingly informative. I highly recommend it to everyone here. It has really opened my mind and made video games much more enjoyable to both play and anolyze. Now on to my point. Many complained about the tutorial in Oblivion because of having to go through it every time you wanted to start a new character. And many found it hard to get into Morrowind because the PC is just released into the game world without any true tutorial. The following show talks about tutorials and their advantages after going over some false beliefs about "easy" games vs. being approachable.

http://www.escapistmagazine.com/videos/view/extra-credits/2454-Easy-Games

I personally believe a tutorial would be helpful for those new to the series, but should be skippable for those veterans who just want to start a new character and get into it. And I would also appreciate if the tutorial doesn't have some mind blowing revelation in it or event, like in Oblivion where the Emperor is murdered, that way when the Veterans skip it they don't loose that part of the story. And also, the Emperor being assassinated would be a more memorable and significant event rather than being just something players get so bored and indifferent about after having to go through it again and again just to get through. I am looking forward to seeing how the beginning of Skyrim will play out with the executions.

EDIT: I'm still catching up on the show. This is a more detailed look at tutorials.

http://www.escapistmagazine.com/videos/view/extra-credits/2921-Tutorials-101
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benjamin corsini
 
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Post » Wed Jul 28, 2010 4:38 am

Well I agree, having starting choices is really need, having long tutorials incorporated into plot so we need start them over and over again must have options for fast advancement to end of tutorial.
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Dragonz Dancer
 
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Post » Wed Jul 28, 2010 2:24 pm

Well I agree, having starting choices is really need, having long tutorials incorporated into plot so we need start them over and over again must have options for fast advancement to end of tutorial.


That's a much better way to say it. Much shorter. Anyone else want to comment? This is a good topic, and refreshing from all the threads about spears, attributes, birthsigns, etc.
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Roberta Obrien
 
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Post » Wed Jul 28, 2010 3:10 pm

I love the voluntary Tutorial in NV, and I hope Beth keens on this and uses it in Skyrim, WITH reprocussions for your actions, had Oblivion's Game start not have pop up menus interrupting gameplay boxes, its tutorial would ahve completely been optional to.
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Richard
 
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Post » Wed Jul 28, 2010 4:18 am

Pointless thread. Oblivions tutorial was skippable. Any child would have figured out keeping a save file right before coming out of the sewers.
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Naomi Ward
 
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Post » Wed Jul 28, 2010 4:12 am

I believe that a quest never should be made that we as a player want to skip it. Be it in the beginning or in the middle somewhere, a quest should be interesting and fun to play. Even a tutorial quest should be one that people want to play and enjoy. That's why I enjoy Oblivion and FO3's openings so much. They're entertaining.

NV's tutorial? Boring. Morrowind's into? Lack luster.

If skipping really needs to happen, just allow the player to save right before the end so they can change their apperence and name. The first look at the wonderful world of Skyrim shouldn't be squandered because it'll be repeditive when making our 10th character. That's what's called a wasted opportunity. The reason why those first look moments after leaving the sewers/vault are so amazing is because of those long tutorials woven into the beginning. Us as a player get caught up, due to other games training us to go along in linear fashion. Its cramped and small, and you just do as your told. Then you take that step outside. Its so big and open...just asking to be explored! The world suddenly opens up to you, and you can do anything.

The reason why Oblivion and FO3 had long openings, and the reason SR should be the same - is because for a split second we forget its an open world game. And then that second passes, and we remember again. That's a huge reason why the world looks so beautiful when you first get to look over the wide expances of the gameworld.

Business as usual beginnings like MW and NV can't give you that sense of wonder or exploration. Even if that amazing view is given to the player right away, it's not the same. Its the combination of that sudden change from cramped areas and linear plot, to wide open world where you can go anywhere and do anything that make the beginnings something special.
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Kelsey Anna Farley
 
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