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Member
(06-14-2012, 08:50 PM)
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Kotaku talks with Miyamoto RE: game tutorial bloat
#1
Interesting piece from Totilo: http://kotaku.com/5918442/nintendos-...their-old-ones
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Never buying another games console. Ever.
(06-14-2012, 08:56 PM)
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#6
I'm glad he's talking about it. Nintendo games either totally nail it (Super Mario 3D Land has some good examples) or totally don't (freaking Zelda games).
I love the concept of teaching the player by showing, not by telling - for example those red/blue platforms in SM3DL that flip over when you jump, the first time you see them there's a random block that most people will run over and hit that actually does absolutely nothing, but it give the designer a way to ensure the player will jump to show them what the nearby special platforms are going to do when they do so. That's good design, and didn't waste a minute of my time. More of that please! |
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Member
(06-14-2012, 08:56 PM)
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#8
It should be based upon difficulty. Press Easy, get a tutorial, Medium, get a reduced tutorial or Hard, you get nothing and are thrown in. I think the balance should be between not having to explain logical things and then more complex mechanics that actually need explaining.
I don't need to be told "Press A to talk to NPC" Hell, don't even tell me the controls unless they are really complex. Design you UI so I don't need to be told what buttons I need for Inventory, quests etc. Give players more freedom to just find things out themselves, while at the same time making sure they don't do anything that spoils the fun. |
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Member
(06-14-2012, 08:58 PM)
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#9
The infantilizing in Skyward Sword is ridiculous. Instead of simply telling me what to do I hope the next Zelda companion will offer to actually do everything for me so that I can finally put the controller down and enjoy the game without worrying about the possibility of failing.
Last edited by dehydratedbabies; 06-14-2012 at 09:01 PM.
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(06-14-2012, 08:59 PM)
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#11
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(06-14-2012, 09:01 PM)
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#12
The big problem for Zelda being a slow starter isn't them having to balance story and tutorial bits, it's that they're simply not acknowledging that such a long-running franchise has people who already played Zelda games before and simply don't need explanations for these "complex actions" (lol).
I do like the slow story bits, in TP and in SS - getting you invested in the world and subsequently [trying to] make you care about saving is totally fine. As such, "time to first dungeon" isn't really a metric that's important to me. It's just that all along during those first couple hours, they're treating me like a goddamn idiot who has never held a controller before and doesn't know how to use fucking Z-targeting. The increase in playability when people modded SS to have instantly skippable text and preventing the same explanations from popping up again and again is staggering. Zelda needs a couple dedicated UI and UX designers. |
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Member
(06-14-2012, 09:01 PM)
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#13
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shots fired? we run!
(06-14-2012, 09:02 PM)
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#14
Everybody and their mommas goes on about the brilliance of SMB1's opening level, how it teaches you so much in one stage and there's no text and tutorial people and blah blah blah. Mothafucka, that game had two buttons and 4-directional D-pad. One was jump, the other was shoot fireballs and run faster. Not exactly rocket scinece to explain. Video games are waaaay more complicated now, and they need to find ways to teach the player what to do instead of relying on trial by fire.
Of course, there's the other direction where it feels like the game is holding your hand the whole way through so you don't get lost, or god forbid, figure anything out on your own. I'm looking at you, recent 3d Zeldas. It's a very tricky balance, that requires you understanding what kind of gameplay mechanics you have, how and when you're gonna deal them out to your audience, and then how you ramp up the challenges to test their knowledge. |
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He's not our sharpest knife. In fact, he's one of our dullest.
(06-14-2012, 09:02 PM)
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#15
Great interview!
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Member
(06-14-2012, 09:02 PM)
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#16
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Member
(06-14-2012, 09:04 PM)
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#17
This is typical Nintendo. „We did this before and it was great then, but we need to find new ways of doing it.. huh? ..oh yeah, we have this new product coming out that actually fixes everything” :P
Wait for tutorial videos on GamePad screen with „skip” and „replay” options. |
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Trumpet Strumpet
(06-14-2012, 09:04 PM)
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#18
The tutorial segments in Twilight Princess and Skyward Sword were really obnoxious. They should teach you how to fish at the fishing hole, and only if you ask the shopkeeper; don't make it a mandatory skill to learn for story progression when the only use for it is during the fishing hole minigame
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Never buying another games console. Ever.
(06-14-2012, 09:05 PM)
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#19
Yeah, that was a holdover from arcade games that I sorely miss... I know 1980s arcade games are much simpler than the games we had now, but it was great watching the attract screen for half a minute and understanding exactly how the game was played. |
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Member
(06-14-2012, 09:06 PM)
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#20
Alternatively, good games give you a new mechanism in the environment in a non-hostile situation first so you can play with it and learn before having to use it where it counts. What game mechanic do you think cannot be presented in this way? What was so different about the original Zelda game, where you had to figure out that bombs blow up walls, candles burn bushes, you need a raft to cross water, etc.? People figured all that out just fine. |
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Member
(06-14-2012, 09:07 PM)
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#21
I honestly don't expect the situation to get any better, at least not with Zelda games. Miyamoto clearly does not share my opinion that you don't need to explain to the player how to do something, you just need to create the right kind of situation that will make it likely for them to try something new. He used to be good at this, but now that philosophy has been thrown out the window.
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Member
(06-14-2012, 09:08 PM)
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#22
Quote:
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gittin' up in yo holonet modal verbs: dem Nanofuchs be AUXILIARY.
(06-14-2012, 09:12 PM)
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#24
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Junior Member
(06-14-2012, 09:12 PM)
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#25
This problem isn't limited to the tutorial sections. The games never get any harder or more challenging, in fact they've become easier.
As far as I know, most people buying Zelda these days do so because they have been longtime fans, so this behavior is double insulting. We don't want to play rehashed, remixed, simplified, tutorial-filled, slow-paced, behind-the-times Zelda games. We want steeper challenges, more complex levels and "actions" (again, lol, as others have stated), new scenarios, and top of the line technology to back it all. Nintendo has lost the plot, imo. |
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shots fired? we run!
(06-14-2012, 09:13 PM)
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#26
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Corporate Ballwasher
Ignore everything I say (06-14-2012, 09:13 PM)
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#27
But yeah it's a lot easier when you have 2 buttons instead of 10 plus motion controls with 5 other subsystems going into effect and a real plot. This is one reason why NSMB is far more accessible and popular than Galaxy. |
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Member
(06-14-2012, 09:14 PM)
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#28
This ship has sailed.
Nintendo games are always going to have sleep inducing tutorial areas in the beginning, and annoying hand holding throughout the rest of the game.
Half Life 2, what was there to figure out?
Last edited by Wolfgunblood Garopa; 06-14-2012 at 09:21 PM.
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Member
(06-14-2012, 09:14 PM)
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#29
Miyamoto really should play some Dark Souls. Maybe it would remind him of his old glorious days and why discovering the core gameplay mechanics all by oneself is far more appealing than being battered with unnecessary and annoying hints even for the most obvious things...
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Member
(06-14-2012, 09:15 PM)
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#31
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Member
(06-14-2012, 09:16 PM)
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#32
Not sure why they think "press b to use sword", "aim with the control stick" and "z target by pressing z" needs such a long, elaborate tutorial. The girl sitting on the kokiri shop in Ocarina of Time teaches you Z targeting perfectly, and it takes up all of one line of dialogue. |
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gittin' up in yo holonet modal verbs: dem Nanofuchs be AUXILIARY.
(06-14-2012, 09:16 PM)
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#33
Yes once two Zelda games have had unnecessary tutorials, the rest of every Nintendo game forever will have them. It's too bad that tutorial text boxes are permanent additions to any development studio's technology, and now that they have them they're never going to go away ever even if they wanted to.
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Corporate Ballwasher
Ignore everything I say (06-14-2012, 09:19 PM)
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#35
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任天堂 の 忍者
(06-14-2012, 09:19 PM)
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#36
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Banned
(06-14-2012, 09:19 PM)
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#37
Skyward Sword made the intro incredibly boring by making it feel insignificant and unimportant. Twilight Princess did that too. I may be wrong but I remember Wind Waker getting to "oh shit your sister has been kidnapped!" a lot quicker than any major story point in TP or SS.
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Member
(06-14-2012, 09:19 PM)
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#38
Hell, I know tons of people who played Zelda I and LTTP as their first Zelda, and there's no tutorial at all in those games. It's almost as if they *gasp* taught you how to play in the game manual, and left that crap out of the game! What a concept!
Last edited by Anth0ny; 06-14-2012 at 09:21 PM.
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Member
(06-14-2012, 09:21 PM)
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#39
I thought Super Mario Galaxy 2 handled this excellently. As soon as you start a new file the game puts you into what is technically a tutorial, but you already have full control of Mario and can mess around with all this abilities without any fear of doing something wrong. More games should take this approach - create a sort of "free area" at the start of the game.
Oh, and: http://www.youtube.com/watch?v=8FpigqfcvlM
Last edited by RedSwirl; 06-14-2012 at 09:24 PM.
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gittin' up in yo holonet modal verbs: dem Nanofuchs be AUXILIARY.
(06-14-2012, 09:21 PM)
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#40
TP taught you a bizarre mix of relevant and irrelevant skills all at once with pretty poor pacing in terms of story and action. Oh boy I learned the basics of horse riding, how to use those grass things I'll never use again, how to aim (twice), how to use swords and fight enemies, that goat thing that gets used twice in the game, and fishing! Now to go to my house and go to sleep because there's no problems in Hyrule. :) SS actually taught you relevant new skills in logical ways in context (sword fighting, bird riding, stamina and movement stuff) while keeping the story pace going, and actually letting you skip several tutorials if you wanted to. |
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purveyor and connoisseur
of fine gaming specimens (06-14-2012, 09:21 PM)
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#41
"Pick up that can." So good.
Last edited by jiji; 06-14-2012 at 09:23 PM.
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Member
(06-14-2012, 09:22 PM)
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#43
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Member
(06-14-2012, 09:23 PM)
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#44
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Member
(06-14-2012, 09:24 PM)
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#46
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Corporate Ballwasher
Ignore everything I say (06-14-2012, 09:24 PM)
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#47
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purveyor and connoisseur
of fine gaming specimens (06-14-2012, 09:25 PM)
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#49
I was really disappointed in how Okami, along with aping everything else about modern Zelda games, also brought over the entire endless tutorial structure. No, I don't need to be told how to do everything in the game before I even have a chance to try to figure it out.
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Member
(06-14-2012, 09:26 PM)
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#50
http://www.youtube.com/watch?v=bgg2hHHtAsA |