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Tutorials In Games: Should Players Be Forced To Play A Tutorial?
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To this day, I have never replayed twilight princess simply because of how insanely long and slow its tutorial is. Even the zelda games known for their boundless freedom, like Breath of the Wild, will kill you if you try to leave the tutorial area early. We know developers do this because it allows them to build future levels knowing the player understands the controls and move set, but lengthy, mandatory tutorials can absolutely kill replay value.

One series of games that got away with having an optional tutorial is the Tomb Raider series with Lara's Home. Not only did Tomb Raider's tutorial help players get used to a 3D space at a time when 3D games were new, but it also allowed the devs to define Lara's character, who has more lines of dialogue in this level than the entire rest of the game combined.

Expanding the main character's personality in a tutorial can be beneficial because it allows the tutorial to have replay value. If you put special dialogue and lore nuggets into the tutorial, people will be more willing to poke around. An example of this is in the original splinter cell. You can find a secret door code in the combat course tutorial, which opens up a conversation easter egg with Anna Grímsdóttir, who you would otherwise never see in person. People go back and replay this tutorial just for this easter egg.

Opening it up to discussion: do you feel that tutorials should be mandatory? Do you think something like Lara's Home, where the tutorial is optional but always available, is the way to go? Or do you feel that players should be forced to play a tutorial, so that level designers can make levels knowing the player understands the move set?

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1 year ago