I’ve been going through some older rpgs, and I’ve found that the tutorials are both entirely out of character and mind numbing. It’s hard not to envision myself taking my time back by violence. Anyone else do something similar or am I peculiar?
I’ve been going through some older rpgs, and I’ve found that the tutorials are both entirely out of character and mind numbing. It’s hard not to envision myself taking my time back by violence. Anyone else do something similar or am I peculiar?
A lot of older games assumed you’d never played a video game before so had quite extended tutorials. It’s a tough balance to get it right for complete novices and gnarled grognards alike.
Creating two tutorials and an option to skip the tutorial is a foolproof solution. Give the absolute basics to players, don’t tell them they can sprint while they can only just walk. Three sentences or less. Preferably less- show, don’t tell. Dump the succinctly phrased advanced information in menus, if you can’t figure out how to organically offer it. Maybe let players unlock the information, a la Tunic.
I realize this is a big ask for older games, but I’m constantly baffled that modern games can’t manage it. It feels like the result of feature creep