So I just posted in the "What are you playing" thread about my recent experience in playing Mortal Kombat 11 for the first time. As i wrote my feelings I began to have very specific thoughts and questions that might make for an interesting discussion.
Here is the relevant part of that post if you don't want to look it up:
"Also i think Mortal Kombat has a terrible tutorial system. For two reasons. One, they throw shit loads of terms at you at a back-to-back pace. Bounce Cancels, Breakaways, perfect counters, and much much more, but they never explain how these things are useful. They just kind of give you the term, and a button input and then expect you to do it. Secondly, there is a tutorial for combos but the combos they expect you to do are fucking nuts and in no way beginner friendly.
Especially for someone who could be completely new to fighting games, expecting someone to use Raiden and in rapid juggling perfection be able to do two punches, special move cancel into the quarter circle back ability, hit R1 to enhance that ability to make the enemy float for a second, down up teleport to the other side, do two more punches, the special move cancel into the flying shove attack to send the enemy across the screen.....THIS IS NOT SOMETHING TO TELL A NOOB TO DO, or if you do, you slow the game down to make sure the inputs do not have to be frame perfect. "
I've seen all kinds of tutorial systems in games, from the obnoxious tutorial where 12 hours into the game you are still getting tutorial pop-ups (JRPG's), to the obtuse or barely there tutorial (Dark Souls). The question I was asking myself as I did my best with the Mortal Kombat tutorial was this, "How much should the game be required to explain to the player, and how should that information be delivered?"
Because I haven't played many fighting games, I felt like my best course of action to take with MK11 would be to start in the tutorial. Which starts basically harmless, press this to move, press this to attack, simple stuff. But it quickly goes into deep fighting game mechanics that I didn't understand even after they explained it. It boiled down to "this is a super cancel now do it", they give you these terms but the never really showcase or explain the how or why behind it and I ended most tutorials more confused than when I started. (If you want to watch my decent into madness you can watch the VOD of my twitch stream here )
Personally, i feel like a tutorial in any game should explain what it is then show the player how to apply it in context, while at the same time giving the player the simplest ways to do said task. For example if you want to give someone combo training in a fighting game, the strings and button inputs for said combos should be fairly straight forward and short. Give the player starter combos, and leave the more advanced stuff for the player to discover on their own. I feel like the best way to go about this is to get the player's feet wet, then let the player discover things on their own. Get the player started without asking them to get professional right out of the gate.
Though perhaps it depends on the game. It's probably harder to string together crazy moves in a fighting game than it is to figure out Materia combinations in Final Fantasy 7. Though maybe not, maybe by teaching the player the basics of stringing the moves together, you then allow the player to figure out how those strings can be extended as they get better and better at the game. Where a fighting game and an RPG tend to be apart is that there are no new systems the fighting game hits you with 10 hours in. A fighting game is very surface level with it's mechanics and everything is available to you from moment one. Whereas something like an RPG will unlock weapon upgrades, character talent trees, crafting, and any number of other things more and more as the player progress through.
I can't help but feel like MK11 could have done a better job tutorializing itself if that's what they wanted. Though I remember the days of old school tekken, where the game just told you what the buttons were and left you alone to figure out all the combos and specials. Now things have gotten so complicated that I had a tutorial that wanted me to read the frames of animation certain attacks had, which is just too much.
What do you guys think? Am I just being a boomer about this? What games have you seen that have good tutorials versus bad tutorials?
Here is the relevant part of that post if you don't want to look it up:
"Also i think Mortal Kombat has a terrible tutorial system. For two reasons. One, they throw shit loads of terms at you at a back-to-back pace. Bounce Cancels, Breakaways, perfect counters, and much much more, but they never explain how these things are useful. They just kind of give you the term, and a button input and then expect you to do it. Secondly, there is a tutorial for combos but the combos they expect you to do are fucking nuts and in no way beginner friendly.
Especially for someone who could be completely new to fighting games, expecting someone to use Raiden and in rapid juggling perfection be able to do two punches, special move cancel into the quarter circle back ability, hit R1 to enhance that ability to make the enemy float for a second, down up teleport to the other side, do two more punches, the special move cancel into the flying shove attack to send the enemy across the screen.....THIS IS NOT SOMETHING TO TELL A NOOB TO DO, or if you do, you slow the game down to make sure the inputs do not have to be frame perfect. "
I've seen all kinds of tutorial systems in games, from the obnoxious tutorial where 12 hours into the game you are still getting tutorial pop-ups (JRPG's), to the obtuse or barely there tutorial (Dark Souls). The question I was asking myself as I did my best with the Mortal Kombat tutorial was this, "How much should the game be required to explain to the player, and how should that information be delivered?"
Because I haven't played many fighting games, I felt like my best course of action to take with MK11 would be to start in the tutorial. Which starts basically harmless, press this to move, press this to attack, simple stuff. But it quickly goes into deep fighting game mechanics that I didn't understand even after they explained it. It boiled down to "this is a super cancel now do it", they give you these terms but the never really showcase or explain the how or why behind it and I ended most tutorials more confused than when I started. (If you want to watch my decent into madness you can watch the VOD of my twitch stream here )
Personally, i feel like a tutorial in any game should explain what it is then show the player how to apply it in context, while at the same time giving the player the simplest ways to do said task. For example if you want to give someone combo training in a fighting game, the strings and button inputs for said combos should be fairly straight forward and short. Give the player starter combos, and leave the more advanced stuff for the player to discover on their own. I feel like the best way to go about this is to get the player's feet wet, then let the player discover things on their own. Get the player started without asking them to get professional right out of the gate.
Though perhaps it depends on the game. It's probably harder to string together crazy moves in a fighting game than it is to figure out Materia combinations in Final Fantasy 7. Though maybe not, maybe by teaching the player the basics of stringing the moves together, you then allow the player to figure out how those strings can be extended as they get better and better at the game. Where a fighting game and an RPG tend to be apart is that there are no new systems the fighting game hits you with 10 hours in. A fighting game is very surface level with it's mechanics and everything is available to you from moment one. Whereas something like an RPG will unlock weapon upgrades, character talent trees, crafting, and any number of other things more and more as the player progress through.
I can't help but feel like MK11 could have done a better job tutorializing itself if that's what they wanted. Though I remember the days of old school tekken, where the game just told you what the buttons were and left you alone to figure out all the combos and specials. Now things have gotten so complicated that I had a tutorial that wanted me to read the frames of animation certain attacks had, which is just too much.
What do you guys think? Am I just being a boomer about this? What games have you seen that have good tutorials versus bad tutorials?