The Place of Tutorials in Video Games

For further reading on tutorials, check out The Escapist, and Game Design Guild.

Where do tutorials belong?
In the manual? On the back of the game box? The website? Under a heading labeled “help” or “new player?”
Quite often I see players complaining that tutorials are “carrying” new players, that tutorials are “taking the fun and adventure out of the game.” I’m not sure I can agree. There are some games, like Mortal Online and Darkfall, which have barely any instructions. Developer aid is spotty at best. These worlds are figure-it-out-as-you-go.
A recent post at Tobold’s place made me think about judging games that don’t have adequate tutorial/help systems. There isn’t much distinction made between a game that has decent help for beginners and a game that doesn’t. For a player trying to tell if they want to play the game, it simply boils down to this:
With help:
“I played through all the quests and at level 10 there were more quests. I didn’t like (insert one: how sequential the quests were/the AFK-autoattack combat/the art style/kill-loot-kill-loot-kill-loot-DING-kill-loot-kill…) so I’m going to quit playing.”
Without help:
“I ran around town for 5 minutes because the only thing I could figure out what to do was WASD. A wolf attacked me so I double clicked him, I even right clicked his health bar to choose attack but it wasn’t an option. Then I spent thirty seconds dead and had to choose a resurrection which weakened my character. Then some goblin archers ambushed me and I died. I need to figure out how to become their allies because a player in really good armor ran right by them without being attacked. They must have given him the good armor. I waited 45 seconds to resurrect and then died again while running away. I must have done something to piss off those goblins. I had 60 seconds to spend dead. I just logged off and uninstalled the game.”
The difference here isn’t the decision of the player to continue playing the game; it’s the thought process the player goes through in reaching that decision.
If they have help, they can quickly identify the direction the developers want them to go and decide if that’s what they want to do with their time.
Tutorials also set the minimum bar for player expectations. If a tutorial teaches a player how to target allies and cast healing spells, then it’s reasonable to expect players to be able to cast a heal once in a while. A player who doesn’t is either very forgetful, slacking, or just below the skill threshold for the game.
If they don’t have help – if there’s no description of a class and its abilities before you roll it, if abilities didn’t have tooltips, if potions didn’t tell you how many HP they would heal – you will end up with mid to high level characters who have no idea what their doing. A level 10 might be using a level 1 potion and wondering why it doesn’t keep him alive. A paladin might not know he can use holy bolt to heal allies instead of damaging enemies. They wouldn’t know what they’re doing wrong! They might start assuming that all the bad things that happen to them are just part of the game.
Even if a player knows what they’re doing is wrong and that it shouldn’t happen, they wouldn’t know how to fix it without trial-and-error or researching possibly wrong or outdated advice on a 3rd party site, and that’s a terrible time investment. It brings the question, “how many hours should I have to work at a game before I can start having fun?” or even worse: “How much should I have to research before even downloading the game client?”
Of course, much of this is solved by starting the game very simply and easily, then linearly increasing difficulty up to the “end-game.” You could offer a lot of help to the low levels but gently remove the training wheels one at a time as you introduce a player to new concepts. Three bosses in a dungeon might all have fire puddles you should move out of, but the first boss would be forgiving and give a warning to the spot he’s going to drop it on, the second boss’s fire is instant would only deal moderate damage and could be negated through resistance, and the final boss  would have a stacking debuff that increased all future fire damage.
This way, instead of a new fight being, “I have to do what I already can, + X + Y + Z” it becomes, “I have to do what I already can, + X,” then “What I already can + Y,” then “what I already can + Z.”
There has to be something wrong with this line of thinking though. If it’s really such an attractive system, why isn’t anyone doing it?

Appealing to Your Customers

If you're a highly technical website providing information and help for guru-level users, you can't generate revenue off of pop-up or banner advertisements. You just can't. I mean, you can post ads on your site, but they'll never get viewed.

The idea is that the most basic user uses the default web browser with the default settings. Therefore, to appeal to basic users, you need only adapt your strategy around the obvious settings. Advanced users, however, have likely discovered alternative web browsers and add-ons to modify webpages as they like. They're willing to invest in their web-browsing future and have the knowledge and resources to do so. Advertisements won't make it through their complex adblock barriers. And any attempt you might make to discourage their way of doing things will surely be labeled frivolous. In short: don't fight the people you're trying to appeal to.

However, those who would go through such lengths to get what they want are clearly educated. They would understand the concept of needing support to maintain your website. A donate button and a small paragraph about how you pay out of your own pocket for the site would more likely appeal to them.

But how do you get through to the people who have discovered adblock software but scoff at donations?

What I Want From EVE

After a brief discussion with a friend, I realized the problems I have with EVE. They're very simple, but I don't know simple or realistic they are to implement.

  • UI overhaul
  • Additional keybinds
  • Pretty space objects

UI Overhaul

This is easy to explain. There are a lot of words on my screen when I have EVE open. In no part of my life do I need words to figure out what to do next.

The only time I've ever had to rely on words to get where I'm going is in figuring out what's in my oatmeal, and that doesn't work because even though I can now pronounce Sodium Metabisulphite, I still don't know what it is. If they named every item in the grocery store after the first three ingredients in it, you'd never buy anything, because everything would be called Sugar, Water, Natural and Artificial Flavors. On the other hand, if you saw some Sugar, Water, Natural and Artificial Flavors in the shape of a soda can, you'd be like, "Oh, that's a Pepsi."

A shape that wouldn't exist without soda pop. Yet we can recall a name, flavor, sounds, and memories when simply shown a pop can. You know what we call that? Associative symbolics. Actually, I don't know what you call it, but those two words look like they fit.

Anyways, that's what EVE needs more of. I shouldn't have to click a button labeled "cargo." Instead, I should be able to click on a little picture of... I don't know, a car trunk? A treasure chest? A U-haul? It'll open up my cargo for me. And if I'm hungry: I'll click a picture of a banana.

There's also something to say about window positioning. I don't need to turn a light on in my house when I wake up during the night, because everything is going to be where I put it. Even blindfolded I bet I could walk around the house without bumping my toes. It's the same with a UI; consistent object placement makes it easier to find what we want, or to avoid it. Words unnecessary.

Additional Keybinds

I have over 104 keys on my keyboard, plus two mouse buttons and a scroll wheel. Discarding the worthless button with a windows logo on it (I have conveniently labeled it "suicide"), I still have many more buttons than EVE has useful functions to bind them to. Sure, you can bind "next track" or "pause track" from EVE's half-assed audio player to buttons, but I can't bind "target nearest asteroid" or "lock on nearest enemy." What's the point of not allowing those? Seeing the enemy drawing nearer isn't difficult; deciding if you want to fight or just get the hell out isn't difficult either, the hardest part is clicking their name or navigating through forty drop down menus to flee. First person to carpal tunnel wins?

Pretty Pictures

Space, in real life, is big and black. Space, in EVE, is big and black. In real life, there's nothing to do in a spaceship (one reason why NASA isn't spending billions putting people in space anymore, because robots are cheaper and can get more done). In EVE, there's nothing to do in a spaceship. But that far in the future, shouldn't bejeweled come installed by default in all newly serviced ships?

I would like EVE more if I didn't have to look at it. Which is, mostly, how I used to play it. Issue the commands then alt-tab to something more interesting, like npr.org. Actually, scratch that; I'de rather stare at black space than endure unbiased news.