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Tuesday 25 February 2014

Since when are tutorials bad?


There’s been a trend I’ve noticed over the past few years that’s developed among certain internet dwellers, and quite frankly it’s getting on my nerves.

To be more specific, I have a bone to pick with the audience of YouTube animator Egoraptor. For those of you who don’t know, he owns a popular channel by the same name with plenty of hilarious animations, but what influence does this have over video games? Sure, they are based on popular titles but he’s certainly not an authority on gaming…or, at least that was the case until his fan base deemed him so after only two of his rather lengthy Sequelitis videos, where he analyses two different retro games of the same franchise.

Granted, within the context of the videos, Ego brings forth points that are quite valid and provide insight on how and why these titles were great (or not-so-great) for their time. However, people are misinterpreting his analyses and taking them as a rule of thumb for how all games should be designed, which is absurd to say the least.


I’m posting this to address the overall effect of this specific episode, and tell you why the stigma it has ignited is complete bullshit.

The issue at hand here is that because of the video above, an increasing amount of people are coming to the conclusion that tutorials in video games are bad, and any developer that uses them are committing the #1 deadliest gaming sin. When I say tutorial, I mean any explicit indication from the game that tells the player how to play, or make progress. Normally I’d shrug at such a claim and go about my life, but I’m writing about it today because I feel that Ego’s sister channel, Game Grumps, reaches a much wider audience and this notion is littered among the comments in nearly every video where game design is mentioned (and there’s over 1,300 of them presently, so that’s quite a lot).

It’s time to point out to the misguided that there is a very clear reason why this type of thinking hits a brick wall as you try to apply it to a wider variety of games, and the simple answer is this; there are video games in existence that are far more complex than platformers. 

Take a look at this game here:


DmC Devil May Cry, a 2013 release. I’m sure that you and I can both agree that there is far much more for the player to process here than in Megaman X: there are more button inputs, increased physical feedback, larger environments to explore, an immense arsenal of attacks that require great skill to string together fluidly, and to top it off, a ridiculous story. 

Given the increased magnitude of content, understanding from the player becomes a greater priority and the last thing someone needs is to miss a few bits of information that can make a world of difference.

Here’s another one:


XCOM: Enemy Unknown. It’s the same deal as before, but even more so than DmC, with an entire spectrum of nuances that’d be a pain in the ass to list.

Now, I ask you this question: How can a developer introduce such a varying amount of game play elements without the use of a tutorial, or some form of explicit instruction?  I can tell you right now that the process of learning to play XCOM without any sort of consultant would be an absolute nightmare, and how in the world would I figure out that a slight pause between attacks in DmC could change my entire combo? By acknowledging this, and taking into account that not every player is as ingenious as the next, providing basic instruction is a must.

What makes this painful to stomach is that Egoraptor himself is enough proof that tutorials aren’t as bad as he and his fans make them out to be, and his playthrough of Yoshi’s Island makes it obvious.


5 minutes in, Ego finds out 17 years after the game’s release that he can tongue-up. This isn’t the only example found in Grumps either, yet from what I can tell, only a few have noticed the vital flaw in this whole ‘tutorials = bad’ malarkey.

Seriously guys? C’mon.

Watching a couple animations on YouTube does not make you an expert on game design.

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