Originally Posted by Sayad
That image is from an advanced combo in combo challenge mode, that's not teaching, it's literally there as a "can you do this" challenge!
Had to use google images to get the pics so they're not exactly ideal. I wanted an image of the UI structure but I just picked an image that generally seemed overwhelming. I can't take screenshots of Guilty Gear while at work because I didn't bring it with me today.
The GIF from Tekken is the only one I made myself.
I think the number of training options are overwhelming in Guilty Gear, and it could benefit from restructuring the menus in a way that crafts a better learning (and gameplay) experience for the player, per character.
In the OP I mentioned language learning apps, and I was serious about that remark. In a lot of these apps that intend to teach you, the user gets to craft their own learning experience, pushing down various paths and being able to complete each challenge to various degrees (i.e. not just pass/fail), and all the while the app focuses on building the users sense of competence, providing a sense of reward. I felt that there's something that fighting games could take from that.
Originally Posted by cyborgnumberblue
Except you also say that Guilty Gear teaches you too much. Though the example used in the picture is a combo of extremely limited practical application and is in a trial mode.
Guilty Gear is by far the most accessible fighting game out right now. I can't think of any other game that provides an FAQ at the mid match pause menu telling how to literally look at the screen.
The screenshot isn't exactly what I intend to show, see above, but it does contribute to the sense of feeling overwhelmed by the content. Guilty Gear feels like it's the fighter that takes the tutorialling overboard. It's not always about tutorialing the player, there's plenty of ways to teach, without tutorial.
The example you give seems bizarre to me. Why would you need to have a tutorial on how to look at the screen? (I'm assuming you mean the interface). If I was making a game where I felt that I had to explicitly tutorial players on how to read the interface, then I might begin considering a redesign of the interface.