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File: 67d56292db0b2f0⋯.jpg (14.87 KB, 320x240, 4:3, featured-good-video-game-t….jpg)

dd297b No.15249569

What kind of tutorials do you prefer, /v/? Standard "text explanation before letting you test it out" types? Quick pop-ups reminding you of the controls whenever you run into an obstacle that requires a particular mechanic? Or do you prefer to be left to your own devices to work things out, with any instruction made entirely optional (menus, instruction books, etc)?

A lot of times, I see people (especially those retarded Let's Players) skip over tutorials claiming hey're boring or that they know what to do, only for them to get stuck later in because they don't know a mechanic the game wanted to explain to them. Such a thing makes me wonder: is it also possible for a tutorial to be too hands-off instead of hand-holdy?

f5eb66 No.15249580

The Deus Ex tutorial is perfect


fea1d2 No.15250411

File: 41c1383cb570580⋯.jpg (51.03 KB, 720x540, 4:3, 93849235.jpg)

These, so more space and dev effort in the game can be dedicated to actual content.


9e1106 No.15250491

i like tutorials that get to the point, thats all.


a64262 No.15250497

Tutorials separate from the main game

I don't want to do the tutorial missions every time I start a game, and I don't want too see a "do you want to skip the tutorial?" prompt when starting a game. Just keep that shit separate entirely


b6bff4 No.15250509

Purely optional and preferably outside of the game.


321409 No.15250513

The instruction booklet. No tutorials in game at all.


45f7ce No.15250514

>>15249569

The subtle ones or training montage, depends on the game.


cd8cc1 No.15250529

For any FPS or movement based game, you should be able to get through the tutorial as fast as you can physically move thorough the obstacles. If you know how to use the controls, then you should be able to go right through the obstacle course with no impediment.


9e1106 No.15250685

>>15250513

thanks mario


9e1106 No.15250711

File: 207a99505e183eb⋯.png (608 KB, 900x900, 1:1, toriel_by_marenlicious-d9g….png)

i like tutorials that also function as milfs


a6d15e No.15250928

>>15249569

The Advance Wars 1 tier, where they have a separate mini-campaign for you to beat and S rank.


57c761 No.15251003

File: c837808ce35466f⋯.png (1.68 KB, 320x288, 10:9, 9-capture_21052010_141240.png)

File: e56821ecf9652d5⋯.png (24.9 KB, 304x224, 19:14, 135898-metal-slug-4-neo-ge….png)

i remember being surprised at enjoying tutorial section for crosscode and factorio

can't quite put my finger on why, other than probably just being apart of good games

could probably throw in that intro animation for metal slug, though that's probably arcade style how-to-play tier

now i think about it, i can't get over one tutorial, that being regions of ruin.

tells me to fuck up a goblin, and i fucking get murdered by the cunt

a fucking tutorial goblin.

nothing made me want to murder every goblin in the game as that one fucking moment


dd297b No.15253059

>>15250411

>>15250513

That reminds me. Why did they stop printing Instruction Books after a point anyway?


ac2539 No.15253120

None. Learn as I go, but I don't mind messages where the game tells you how to do a neat trick like certain button combinations or something else you can do with a specific item/move.

Alternatively, something optional you can pick from the main menu where they teach you, but if you want to just jump straight into the game without the tutorial they allow you to.


d0c55b No.15253131

I like tutorials that explain in a slow, unskippable voice over what I need to do, show me how to do it, then give me a chance to do it while locking all my other controls out just in case I would have accidentally done something else. Bonus points for having tutorials for incredibly trivial things like moving the mouse to the edge of the screen to move the camera in an RTS.


35b5a2 No.15253155

>>15253059

Cause it's extra cost? I thought this was obvious


63a426 No.15253179

At most, a separate tutorial course like in Deus Ex or Half-life.


d44066 No.15253257

File: 46bd3aa7405bec0⋯.png (1.29 MB, 2749x6964, 2749:6964, undead_asylum_large.png)

Quick tool-tips or optional tutorials accessed on the menu are the best ones, but minimalist tutorials or ones that show you the ropes in the most natural way possible (Level 1-1, Inside the Deku Tree, Undead Asylum, etc.) are great, especially if they're easily replayable


18d1fd No.15254401

My favorite tutorials are the ones that feature minimalism. I don't need to know that the left stick/WASD moves you and the jump button makes you jump. I agree with >>15253257 where the game naturally teaches you how the game works without breaking the action to give you a text bomb. I also like it loading screens give tips/lore so you're given something to do while you wait.


fc97cd No.15258775

I like tutorials integrated into gameplay without explaination. Sure there can be prompts that tell you what button does what, but for the most part you're forced to figure out everything on your own through level design.


c3d595 No.15259884

>>15254401

>useful information and lore in loading screens

>game loads so fast youd have to screenshot it to read it




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