Every game should have a Quick play mode

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Rich Webb

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Dec 8, 2010
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When I get a new game, I normally look up a few reviews, check the price etc. Then very importantly I always go to my brothers house (he somehow has everything) and give it a whirl. So many times I have been put off games that he adores because I can't actually play it unless I sit through hours of story and tutorials.

When possible I always ask him to load a save that he has somewhere in the game that is interesting but sometimes this isn't possible. I really do love to lose myself in a game but I can't be bothered with long introduction sequences to games that I won't eventually like playing.

It is for this reason I think that every game should have a quick play mode: It throws you in immediately to a quick section of the real core of the game without giving away any spoilers. It'll let you know what it feels like to really PLAY the game in next to no time so you can make a better judgement about buying a copy.

I know this is supposed to be the function of a demo but they don't always do it for me.

Does anyone else struggle with getting into games because they don't know what it actually plays like?
 

oplinger

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Sep 2, 2010
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..I don't struggle with it. Because tutorials and stuff don't bother me. I actually prefer to sit through the tutorial, at least the first time. Games have quirks about them that you generally need to be aware of, and sometimes the tutorial will tell you that.

My friend skips tutorials whenever possible. >> later down the road he'll be complaining about something that he can't do, or he thinks it's tedious and annoying to do...and because I went through the tutorial, I can tell him you can do it...or show him the easy way..

After the first time though? I try to speed run them.

For cutscenes I can't skip? ...I'll go do something else.

Quick play in all games would kinda ruin immersion in some games. which would ruin the game. Sometimes you'd just get pissed off because you don't know what the hell you're doing..

So, some games sure. quick play makes sense...and those games generally have the option.

Otherwise..eh >.>
 

Ordinaryundone

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Oct 23, 2010
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poiumty said:
The most obvious solution is to implement the tutorial inside the game itself. Like how Portal does it.
No, because then you end up with at least 1 very boring stretch of the game that is also unskippable.

Tutorials should be in their own section of the game, away from the main story. If the campaign feels the need to teach you things as it goes, bully for it. But it shouldn't hold your hand through long stretches at a time.

For a recent example, Space Marine did a good job. The "tutorials" of the game are just screens telling you how everything works. For how to actually use everything, you have to figure it out yourself. The game aids you somewhat by usually putting an area or fight that is ideal for that particular weapon right after you get it, but after that its up to you.
 

NLS

Norwegian Llama Stylist
Jan 7, 2010
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poiumty said:
Ordinaryundone said:
No, because then you end up with at least 1 very boring stretch of the game that is also unskippable.
But it's the exact opposite of that. Portal integrated the learning of its puzzles into the difficulty curve. The tutorial section was the entire first half of the game. And it wasn't boring.
Or like Starcraft 2 did it with its 1-unit-per-mission system.

For something like a 3rd person action game, have a part at the beginning where you can only move. To keep it interesting, integrate the story around it, for example the half-life train ride. Then have a part where you need to jump. Then steadily introduce each element of the game little by little, while keeping them from being unnecessary filler by making them somewhat meaningful to progress.
I think he refers to being able to skip the tutorial and not part of the game itself if you for instance are replaying the game.
 

Mike Richards

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Nov 28, 2009
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Maybe instead of deciding that 'every game MUST have quick play' and 'every tutorial MUST be separate', each game should just do what works best for it individually?

It's true a good dev can learn something from just about any title, but design philosophy isn't really as portable as all this makes it sound. They should just do whatever they think is right and if we like it, then we play it.
 

krazykidd

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Mar 22, 2008
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Real gamers don't use tutorials !

OT: Not really , since most games i play are Jrpgs the tutorials are necessary ( argrest war anyone?). But for more action type games i like the tutorial or dark souls . Hes a few buttons , this is what each does , now go and survive against giant boss with mace.Also neir had a pretty decent tutorial , kinda like a prologue, with waves od monsters and a boss . Go on i showed you the buttons now DONT DIE!

Edit: also tutorials should ALWAYS be optional ( see resonance of fate).
 

KarmaTheAlligator

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poiumty said:
For something like a 3rd person action game, have a part at the beginning where you can only move. To keep it interesting, integrate the story around it, for example the half-life train ride. Then have a part where you need to jump. Then steadily introduce each element of the game little by little, while keeping them from being unnecessary filler by making them somewhat meaningful to progress.
In reply to that, I will point out Kingdom Hearts 358/2 Days, which includes tutorials exactly as you describe them, making them part of the story and all... But they get incredibly frustrating when playing the game for the second time. Now, if you could skip that bit on your second playthrough, then that would be ok.
 

Ordinaryundone

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poiumty said:
KarmaTheAlligator said:
poiumty said:
For something like a 3rd person action game, have a part at the beginning where you can only move. To keep it interesting, integrate the story around it, for example the half-life train ride. Then have a part where you need to jump. Then steadily introduce each element of the game little by little, while keeping them from being unnecessary filler by making them somewhat meaningful to progress.
In reply to that, I will point out Kingdom Hearts 358/2 Days, which includes tutorials exactly as you describe them, making them part of the story and all... But they get incredibly frustrating when playing the game for the second time. Now, if you could skip that bit on your second playthrough, then that would be ok.
Varies depending on game, I guess. I don't remember the first bits in Mass Effect 2 to be frustrating on further playthroughs.
Not frustrating necessarily. Just dull. Like the Vault in Fallout 3. Compare to, say, Vanquish, which has a seperate tutorial. You don't have to do it, but the action goes hot and heavy from the moment the campaign starts. You'll feel a little overwhelmed to start, but it makes subsequent playthroughs more interesting when there isn't downtime to tell you stuff you already know.
 

Dimitriov

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May 24, 2010
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No I think that's a terrible idea: just play the damn game, then you will know if you like it. I am not really sure what the problem is here anyway. I can generally tell if I'll like Game just by looking at the back of the box.

I also don't like abridged books or people who pick up a novel and start leafing through it and reading from the middle to see if they like it. When I come to power these will be capital offences.
 

Ordinaryundone

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poiumty said:
Ordinaryundone said:
Not frustrating necessarily. Just dull. Like the Vault in Fallout 3. Compare to, say, Vanquish, which has a seperate tutorial. You don't have to do it, but the action goes hot and heavy from the moment the campaign starts. You'll feel a little overwhelmed to start, but it makes subsequent playthroughs more interesting when there isn't downtime to tell you stuff you already know.
The Vault in Fallout 3 is more of a story-based drag-along and much less of a tutorial.
Another example: Half-Life 2. Integrated tutorial, no boring exposition, you learn things by never even knowing you did it.

The problem with a separate tutorial is that everyone thinks they're the King of Gaming. So if you want to teach them some things that are more unique to your game, chances are they won't learn them and will ***** about it later. See: half-life 1 tutorial.
The Vault is definitely a tutorial, it teaches you how to move and interact as a baby, talk and shoot as a kid, fight and skills as a teen, and then a brief summary level before you get tossed into the real world. Its just got a lot of story in there as well, slowing it down even more.

Half-Life 2 fairs a bit better, but its still tedious in that you spend a good 30 minutes not actually DOING anything. Yes, its all quite striking and immersive and whatnot...the first time through. On subsequent playthroughs, though, its pretty dull.