What do you think of game tutorials (Telltale's in paricular)?
Emily
Telltale Alumni
The Wallace & Gromit team is thinking about how to handle the tutorial in Wallace & Gromit's Grand Adventures, and would like your feedback about what you like/dislike in the tutorials we've done in the past.
(If you haven't played them, please check them out before responding... it'll only take a few minutes of your life! If you haven't bought the episodes, you can access the tutorials through the demos: Sam & Max | Strong Bad's Cool Game for Attractive People.)
A few simple questions to get the conversation started...
1) Did you like the tutorials for Sam & Max Season Two and SBCG4AP?
2) If you didn't like them, what would you want to see to make the tutorials better?
3) Are there other game tutorials that you really like, that you think our designers should look at? Please tell us about them!
(If you haven't played them, please check them out before responding... it'll only take a few minutes of your life! If you haven't bought the episodes, you can access the tutorials through the demos: Sam & Max | Strong Bad's Cool Game for Attractive People.)
A few simple questions to get the conversation started...
1) Did you like the tutorials for Sam & Max Season Two and SBCG4AP?
2) If you didn't like them, what would you want to see to make the tutorials better?
3) Are there other game tutorials that you really like, that you think our designers should look at? Please tell us about them!
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Comments
What I don't like in tutorials, well the ones that completely stop gameplay and/or have unskippable movies detailing every aspect of control, from moving or jumping to the more complicated stuff. I don't mind being told about it, don't mind being shown pictures of it or text that appears on the screen or a brief movie for the more complex stuff.
So basically to sum up, if you do more of the same I have no complaints, but no minute long cinemas devoted to just showing how you can move around by clicking your mouse.
They are fairly short - a single puzzle - but I guess that's good, because it means less time wasted on a tutorial and more spent in the actual game.
Some games, I find, will incorporate the "tutorial" part in the first scene of the game, but I don't see why that's necessary - having it separate means people know it's a tutorial, and a lot of humour can be had with breaking the fourth wall (like in SBCG4AP)
In otherwords, I agree with Dedlok. They're good already
I'd say keep with the small puzzle tutorials, keep the humor, and make a new one for each episode. Also keep the storyline (if any) of the tutorial separate from the storyline of the game (I hate it when you have to play a tutorial or watch a tutorial cinematic just to know more of the backstory of a game).
for a point and click adventure you should focus on the stuff other games don't have and only do a short introduction on the point and click basics.
the sam & max season 2 tutorial was a bit lacking in this, it described the whole pointing and clicking in detail, but forgot to mention how you can run. this was a new feature in season 2 and i didn't notice it, until someone talked about it on the forums.
the sbcg4ap tutorial described everything nicely...so you should be okay with the wallace and gromit thing...maybe you could give the tutorial more connection to the real game though. let's say, the tutorial takes place before episode one and you take an item...and then in the first episode you start with that thing in your inventory.
something like this...so the tutorial can be part of the main game, but doesn't has to.
That's because the voice lines were recorded before running had been finalized.
Thanks for the feedback! Keep it coming.
Actually, I've never done that.
With a new property like W&C I would have the tutorial integrated into the first puzzle of Episode 1, but then retrofitted as a standalone option in the menu for eps 2 and following, for players who hadn't played previously-released installments.
Furthermore, maybe the ideal tutorial acknowledges the possibility that the audience is being patronized and makes something of that, possibly by having a pedantic character as instructor who insists on pointing out the obvious. Wallace might be very good at that, labouring the desperately self-evident, e.g. observing that the pointer on the screen observes and responds to movements you yourself, the player, make by moving a small, very vaguely rodent-like controller, or equivalent on other platforms -- but entirely fails to impart useful information without big placards or whispering in the ear from Gromit. The functional should always be the aesthetic and vice versa, he said with great pomposity.
Just add an option to directly go to the game any time* with a "Go to the Full Game" button. So if you're tired/bored/whatever with the tutorial, starting the full game is just a click away.
* When you have control.
SBCG4AP really made me laugh,tho.Specially because of the lappynapped reference.
I just played the tutorial, and can't really comment because of the reasons in the first paragraph. I didn't like the fact that the Sam and Max Season 2 tutorial seems like a piece from a season 1 quest. That might be just me though. In a bunch of other games, I usually skip them if I played that kind of game before. In the case of Crysis, the tutorial blended in seemlessly in the game, and it was really nice because the tutorial bits were easily ignored on subsequent playthroughs. In the case of other games, if I don't play that genre a lot, I play the tutorial like the case of the first time I played Overlord.
Off Topic:
1,300 post!!
I'm not saying new tutorial, a location that is only available in that Episode.
I thought that it was AWESOME that it had its own mini storyline, and I would play it even If I already knew how to play.
But, it did help me, for sure!
YES. please.
wait...I thought this thread was sticky last time I saw it.