Tutorial (video games)

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Tutorial level of the 2000 videogame Tux Racer, telling the user to push the red area of the screen to jump Tux Racer for Android screenshot, tutorial mode.png
Tutorial level of the 2000 videogame Tux Racer , telling the user to push the red area of the screen to jump

In the context of video game design, a tutorial is any tool that teaches player or non-player characters [1] the rules, control interface, and mechanics of the game. Some tutorials are integrated into the game, while others are completely separate and optional. Games can have both of these at once, offering a basic mandatory tutorial and optional advanced training. Tutorials have become increasingly common due to the decline of printed video game manuals as a result of cost cutting and digital distribution. Tutorials can be important since they are a player's first impression of a game, and an overly tedious tutorial or one that does not allow for player freedom can negatively affect their view of a game. However, the lack of a tutorial can also harm a game by causing the player to become frustrated, since they cannot figure out essential game mechanics.

Contents

Design

Tutorials range from gently easing the player into the experience, to forcing them to learn via trial and error, only allowing them to proceed when they have mastered the game-play. The former type is often framed as guidance from a mentor character, such as a wise old man or elderly master, and sometimes even literally depicts the main character growing from a child into an adult as they learn their skills, as in Horizon Zero Dawn . [2] The latter type of tutorial presents the player with increasingly difficult enemies that demonstrate techniques required to overcome them. [2] Other types of tutorials include slowly giving players information over the course of the entire game, as in the Legend of Zelda series. [2]

Game designers have also pointed out ways in which a game can be designed with tutorial elements without being obvious. In the original Super Mario Bros. , World 1-1 is designed so that when the player jumps over the first enemy, they are likely to accidentally hit a question mark block, which teaches the player where power-ups come from. [3] The first level in the original Half-Life is often considered a tutorial in disguise. [4] It has since become common to think of the first level of a game as a tutorial, whether or not they explicitly give players instructions. [5] In essence, an easy level can act as a tutorial. [6] In strategy games like Age of Empires , an entire single player campaign can be seen as a tutorial to prepare a player for multiplayer battle. [7]

Game designers have been critical of tutorial levels and recommend providing instructions during ordinary gameplay. [8] Playtesting usually helps define what instructions a player needs as they begin a game. A common tutorial design is to provide instructions where a mechanic might be used, such as when the player gains a new item or ability. [9] In several The Legend of Zelda games, the player has a fairy companion who provides tutorials and hints at key moments. [10] In games like Stellaris , tutorials take the form of elaborate tooltips, as well as occasional quests to nudge the player towards helpful actions. [11] Tutorials can also be achieved by giving the player natural cues with intelligent use of graphic design. [12] Some Star Wars games have re-appropriated film dialog as in-game hints about what the player needs to do. [13] Games have also increasingly made use of video tutorials and wikis for players to review on their own time. [14]

Other games have broken the fourth wall with their tutorials, using them as a source of comedy or parody. Examples include Far Cry 3: Blood Dragon , in which the main character demonstrates his annoyance at being forced to undergo a tutorial. [2] [15]

Tutorials vs. discoverability

Some critics believe that a good tutorial should necessarily allow the player to discover game mechanics for themselves without being told how to do them, as is the case with the original Metroid , [16] as well as Minecraft . [17]

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<i>The Legend of Zelda</i> (video game) 1986 video game

The Legend of Zelda, originally released in Japan as The Hyrule Fantasy: Zelda no Densetsu, is an action-adventure game developed and published by Nintendo. The first game of The Legend of Zelda series, it is set in the fantasy land of Hyrule and centers on an elf-like boy named Link, who aims to collect the eight fragments of the Triforce of Wisdom in order to rescue Princess Zelda from Ganon. The player controls Link from a top-down perspective and navigates throughout the overworld and dungeons, collecting weapons, defeating enemies and uncovering secrets along the way.

<i>The Legend of Zelda: The Wind Waker</i> 2002 video game

The Legend of Zelda: The Wind Waker is an action-adventure game developed and published by Nintendo for the GameCube. An installment in The Legend of Zelda series, it was released in Japan on December 13, 2002, in North America on March 24, 2003, and in Europe on May 2, 2003.

<span class="mw-page-title-main">Boss (video games)</span> Significant and especially strong opponent in video games

In video games, a boss is a significantly powerful non-player character created as an opponent to players. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the players have faced up to that point in a game. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding a specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss is often the main antagonist of a game's story and the defeat of that character usually provides a positive conclusion to the game. A boss rush is a stage where players face multiple previous bosses again in succession.

A console game is a type of video game consisting of images and often sounds generated by a video game console, which are displayed on a television or similar audio-video system, and that can be manipulated by a player. This manipulation usually takes place using a handheld device connected to the console, called a controller. The controller generally contains several buttons and directional controls such as analogue joysticks, each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game.

An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games.

Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play.

Video game design is the process of designing the rules and content of video games in the pre-production stage and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere.

In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it.

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<span class="mw-page-title-main">Health (game terminology)</span> Gaming-related attribute

Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat.

In pen and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups.

<span class="mw-page-title-main">Sandbox game</span> Type of video game encouraging creativity

A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or alternatively with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys. More often, sandbox games result from these creative elements being incorporated into other genres and allowing for emergent gameplay. Sandbox games are often associated with an open world concept which gives the players freedom of movement and progression in the game's world. The term "sandbox" derives from the nature of a sandbox that lets people create nearly anything they want within it.

<span class="mw-page-title-main">World 1-1</span> Video game level

World 1-1 is the first level of Super Mario Bros., Nintendo's 1985 platform game for the Nintendo Entertainment System. The level was designed by Shigeru Miyamoto to be a tutorial for new players, orienting them to platform jumping and to the rest of the game. It is one of the most iconic video game levels and has been widely imitated and parodied.

<i>Spiral Knights</i> 2011 video game

Spiral Knights is a massively multiplayer online game created by Three Rings Design and now owned by Grey Havens. The free-to-play, Java-based game was released in 2011 and is still updated occasionally with re-occurring events, but has not received significant content additions since 2019.

<span class="mw-page-title-main">Game design</span> Game development process of designing the content and rules of a game

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Water Temple (<i>Ocarina of Time</i>) Fictional location in The Legend of Zelda

The Water Temple is an area from the 1998 Nintendo 64 video game The Legend of Zelda: Ocarina of Time. It is the sixth dungeon encountered in the game. It was created by Ocarina of Time director Eiji Aonuma, who was inspired by his love of diving. It has players raising and lowering water levels to access different areas while utilizing a pair of Iron Boots to sink to the bottom. The difficulty of navigation combined with the cumbersome nature of using the Iron Boots led to several changes to the dungeon to assist players in the 2011 remake of Ocarina of Time, The Legend of Zelda: Ocarina of Time 3D. The difficulty players faced also caused Aonuma to apologize for the issues, while noting that the dungeon was not difficult so much as it was frustrating. Despite the criticism, some critics have been more forgiving, praising the Water Temple for its complexities.

<span class="mw-page-title-main">Life (video games)</span> Play turn of a character in a game

In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest or a continue particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their health, they lose a life. Losing all lives usually grants the player character "game over", forcing them to either restart or stop playing.

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A hypercasual game is a mobile video game which is easy-to-play and usually free-to-play; hypercasual games also feature very minimalistic user interfaces. Popularized in 2017 by game makers such as Kwalee, Ketchapp and Voodoo, these games can be quickly played after downloading, usually without any tutorial or instructions. They also often use a 2D design with a simple color scheme, easy mechanics adding to their simplicity. Usually featuring infinite looped mechanics, hypercasual games are playable for an infinite amount of time, leading to their addictive nature. Some argue hypercasuals are a business model, rather than a genre. These games are often played while multitasking, which is why their simple user interface is essential. Because of the lack of a robust in-game economy and free download cost of most hyper-causal games, revenue is mostly generated from ads.

References

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