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General Discussion

General Discussion 

News & Features Discussion  » [Column] General: Tutorials

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28 posts found

Novice Member

Joined: 10/01/11
Posts: 17

We never really grow up, we only learn how to act in public.

5/29/13 11:04:24 AM#21

I think that the devs of The Settlers Online resolved it in a nice way. They implemented a tutorial in the first 16 levels and you can't skip it.

Other from that I wouldn't mind having to play a tutorial (although I do skip a lot of tutorial tips in mmos) if it really helped me out. Especially when after the tutorial you already get a headstart in a mmorpg, which means you have the primary stuff done. The tutorial quests in most mmos is a nice thing too. You learn the mechanics in game (like crafting/ farming) while doing quests plus you get resources from those quests. Gives you a little headstart which makes further gameplat easier.


Elite Member

Joined: 8/17/09
Posts: 869

5/29/13 11:07:47 AM#22

I like the LOTRO tutorials because they only pop up when you encounter something for the first time and default to "never show me this again". And I remember sending in a bug report because of the nearly-complete absence of tutorials in TSW, where they were really necessary.


Apprentice Member

Joined: 8/30/10
Posts: 67

5/29/13 4:47:02 PM#23
Originally posted by Nefarion84
one of my favorite tutorials was DCUO, taught you the game while making you feel pretty epic in the meantime

Are you serious about DCUO?

Tutorials are only useful if your game is mature. I played Deux Ex: Human Revolution and the UI was so different I had to go do the tutorial. It wasn't an MMO but the point is that you need to know and get certain things to get off to a good start.

In regards to COH, I played the first tutorial in Praetoria and hated it. I only did tutorials for new alts with others to kill the pain.  

I did like the revised one for heroes but the tutorial will tell me how complex the game is. If the tutorial is deep the game is probably decent.


Advanced Member

Joined: 11/06/08
Posts: 461

5/29/13 8:57:07 PM#24

When a game is first released and there isn't much information online yet, a tutorial can be useful.  Frankly though, I think the job of the tutorial is not simply to teach you how to play but also to set the tone for the game.   Most games the story can be pretty sparse in the mid levels, so it is important to pull people in and get them invested in the story right away, but people aren't going to want to listen to a long ass cutscene.  So the tutorial is a good time to get the story rolling in between some relatively simple tutorial quests. 


Honestly though if the game does a good job of pulling the player in, and the controls are relatively intuitive you don't really need a tutorial.  As most games you don't start off with super hard mobs and 30 abilities there is usually plenty of time to learn while you play.


If you are talking about a B2P or sub game however, I won't buy the game if it doesn't have some form of limited trial available, which generally amounts to a tutorial and maybe a little bit after.



Apprentice Member

Joined: 4/16/06
Posts: 171

5/30/13 7:10:04 AM#25
Originally posted by Nefarion84
one of my favorite tutorials was DCUO, taught you the game while making you feel pretty epic in the meantime

You're right. That's one of the few tutorials where I actually felt like my character was heroic, both in the sense of doing things beyond what most can do and doing things which are important.

The main problem with this kind of tutorial is that once you get into the game proper you lose that feeling. Still, it's better than the early days of CoH where I always felt like a glorified cop instead of a superhero.

Another tutorial I liked was the modern Everquest 2 one in New Halas. It took me to level 20 while teaching me about various aspects and engulfing me in a story which was sometimes memorable. It wasn't perfect, but I feel that it does stand out. Again, once I passed level 20 I got thrown into a world where people want me to kill stuff because they're too lazy or afraid to do it, and the difficulty of finding a real story to play made it less fun. (At least in CoH the story aspect did pick up as you went up the levels.)


Novice Member

Joined: 6/08/04
Posts: 364

5/31/13 9:27:40 AM#26

The best tutorials, are not 'forced' before u play. The best ones are the once(or twice) little popups during gameplay telling you how to do something, or what you can do. IE you start into game and the game points out how to grab that first quest, how to accept it, etc. Simple stuff that MOST can get normally anyways, and this way the player can go on with it(IE don't need help) and if they DO need help, they can follow the onscreen promts.


This way not only does it 'teach on the fly' but it won't get 'in the way' of a more experienced player.


I know that many game tutorials just annoy me because they are trying to teach me shit I know, and i gotta wade though 10-15 min of a shitty tutorial treating me like a drooling retard, before I find that ONE tiny bit on how to do some weird, complicated, yet vital, part of the gameplay.


Also many times, tutorials are just plain boring.. or they 'halt' gameplay to make you do some pointless 'thing' which likely, during the game itself, you will never do again, all to skip something which the dev's assumed would be 'common knowlage' yet just is not, unless your already a vet of the game.


Apprentice Member

Joined: 4/16/06
Posts: 171

5/31/13 5:24:31 PM#27
Originally posted by AtmaDarkwolf

The best tutorials, are not 'forced' before u play. The best ones are the once(or twice) little popups during gameplay telling you how to do something, or what you can do. IE you start into game and the game points out how to grab that first quest, how to accept it, etc.

For me the problem with that is that the first quests are usually boring. Most games (it feels to me) start like this: We're at war, go talk to a person in charge, who will send you to kill some low level enemies, then collect some weapons from the battlefield, then send you to the next stop. At that point I'm already thinking of the game as Generic RPG #728.

I'd much rather have a tutorial which gives me glimpses of how this game can be exciting than have an "in game tutorial" which puts me to sleep. Don't like a separate tutorial? City of Heroes did something good in that it made the tutorial optional.

I think that the trick is to have an exciting tutorial and then continue with interesting and atmospheric missions. I think that DDO did that pretty well, City of Villains too. The City of Heroes Freedom tutorial was too exciting, making me with I could continue to take part of that fight instead of go to the more mundane missions that followed.


Apprentice Member

Joined: 6/01/13
Posts: 3

6/01/13 8:13:12 PM#28

The trend I've come to dislike that was present in COH: F and Star Trek Online is that you start off as a little nobody, but you're kicking the collective butts of the most dangerous enemy in the canon (In the previous two cases: The Coming Storm/Battalion and The Borg, respectively), but as soon as you're out of the tutorial, the galactic threat has passed and you don't see them again for 40-odd levels, where suddenly they're far harder than they were when you fought them as a level 1 character.


Though CoH: F's tutorial DID feel epic and interesting, at least. STO's Fed-side tutorial was a mess that was trying to get you to GO GO GO and I've quit TWICE during it because I kept LOSING my abilities! In retrospect, I must've dragged them out of my tray, but I had no way of knowing that at the time. STO's new tutorial with the Romulans is VERY nicely paced and, most importantly, started the story that seems to be carrying on through the Romulan-faction content. Plus, I never accidentally lost my abilities, so that's nice!


As an aside, I do have to laugh that people "failed" the jumping tutorial in CoH: F, but that makes me wonder: What was the point of putting that in there? There were absolutely NO jumping puzzles in CoH. Like, I can see if it was like in DCUO, where you "double-jump" to activate flight (which, I believe I found out on accident, and then never figured out how to land... >_>), but otherwise... meh.

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