Yesterday "Endless Space" was on sale at the steam store, so I bought me that delicious space sim! I have been having a lot of fun with it so far, but one thing really bothers me about the game: The tutorial.
It happens in the form of some huge walls of text, that plop up, whenever you click anything. And it couldn't have been more useless at helping me learn the game. Actually, a better tutorial would have been, if the game told me: This is like Civ V, only in space!
In many ways this tutorial, or the lack of one, is a great example of how many great games get ruined by lack of a decent tutorial. Take Crusader Kings 2 as an example, I spent 300 hours of the last year with that game and I love it! ... But about 100 of those hours have been spent figuring things out. Don't get me wrong, I love figuring things out! But a lot of people don't. A game like CK2 could have been a MUCH greater commercial success if they had put more effort into the tutorial.
But of course, there is the other side of the spectrum as well:
Star Wars, Heart of the Swarm, took the libertiy of having a three-mission-tutorial to explain to me basic elements of an RTS, that have been unchanged for the past twenty years. I mean, yeah, those things should probably be written down somewhere for the five people in the world, that picked up Starcraft but NEVER EVER played an RTS before. But do you need to tie them into the main gameplay?
If I buy a can of peas, I don't get the two-hour PBS-Special on how to open the thing, before they let me take it home.
Remember the days when games used to have Manuals? My copy of World of Warcraft came with a manual, that was thick enough to beat a goat to death with.
But of course today manuals are no longer made, because of... reasons? I guess. Of course there are games, that still have manuals, mostly pdfs, that can be downloaded. But usually the games with manuals are not the games, that need one. (Noteable exception: Civilization 5, which has a great digital manual)
But overall it seems to me like all the money, that the Devs saved on manuals did not go into (smart) tutorial design, but instead into profit. Which is kind of odd, considering how much a game's accesability seems to be valued today.
Please share your own tales of Tutorials!
What game did you find in sore need of a Tutorial?
Which game did not need a Tutorial at all?
It happens in the form of some huge walls of text, that plop up, whenever you click anything. And it couldn't have been more useless at helping me learn the game. Actually, a better tutorial would have been, if the game told me: This is like Civ V, only in space!
In many ways this tutorial, or the lack of one, is a great example of how many great games get ruined by lack of a decent tutorial. Take Crusader Kings 2 as an example, I spent 300 hours of the last year with that game and I love it! ... But about 100 of those hours have been spent figuring things out. Don't get me wrong, I love figuring things out! But a lot of people don't. A game like CK2 could have been a MUCH greater commercial success if they had put more effort into the tutorial.
But of course, there is the other side of the spectrum as well:
Star Wars, Heart of the Swarm, took the libertiy of having a three-mission-tutorial to explain to me basic elements of an RTS, that have been unchanged for the past twenty years. I mean, yeah, those things should probably be written down somewhere for the five people in the world, that picked up Starcraft but NEVER EVER played an RTS before. But do you need to tie them into the main gameplay?
If I buy a can of peas, I don't get the two-hour PBS-Special on how to open the thing, before they let me take it home.
Remember the days when games used to have Manuals? My copy of World of Warcraft came with a manual, that was thick enough to beat a goat to death with.
But of course today manuals are no longer made, because of... reasons? I guess. Of course there are games, that still have manuals, mostly pdfs, that can be downloaded. But usually the games with manuals are not the games, that need one. (Noteable exception: Civilization 5, which has a great digital manual)
But overall it seems to me like all the money, that the Devs saved on manuals did not go into (smart) tutorial design, but instead into profit. Which is kind of odd, considering how much a game's accesability seems to be valued today.
Please share your own tales of Tutorials!
What game did you find in sore need of a Tutorial?
Which game did not need a Tutorial at all?