Thursday, July 4, 2013

On Manuals, Tutorials, and Replay Value

One of the biggest developments this console generation has been the digital release of retail titles, which has led to the eschewing of the traditional packed-in manual with a large number of recently released triple-A titles. This has led to a larger number of introductory tutorials in games, which I feel causes more harm to the overall structure and integrity to the game than it benefits the player.

The problem here is that it is, in most cases, an unskippable segment appended to the beginning of the game, and some run far too long. Borderlands 2 is a fine example of this. It feels far more linear and forced than it's predecessor, and in a game that encourages you to try multiple character classes, and sit through two to three playthroughs with each, it reaches a point where it's just wholly obnoxious and unneeded. This in turn, reduces overall replay value compared to titles where the tutorial is optional, or only shown on the first play. Vanquish, Injustice: Gods Among Us, and Metal Gear Rising: Revengeance all do a fantastic job of making the tutorial optional, while not making you go out of your way and searching through the menu to get to it initially, but still have the option on the menu if you would like to revisit it at any time. Max Payne 3 is an example of the other end of the spectrum, where, what were previously tutorial sequences become regular sequences in subsequent playthroughs, and still maintain a feeling of fun either way, however, there is no way to revisit tutorial sequences, which can be problematic if picking the game up again after 6-8 months.

There has to exist a happy medium somewhere on the spectrum. If you're going to force your tutorial, keep it succinct and fun, with something to strive towards in later attempts, such as the optional boss at the end of the Demon's Souls tutorial. If you're going to make it optional, keep it short, make it easy to revisit, and do not place any collectibles in, or base any achievements/trophies on finishing the tutorial. If you're going to go the Max Payne 3 route, have an option to reset tutorial progress on subsequent playthroughs, so that your players are not flying blind after spending 2 years playing other titles.

The forced tutorial in an increasingly large number of games is why I feel that I haven't replayed as many games this generation than I did in the prior two, and unless work is done to change this in the industry, replay value will suffer, and we will continue to see quick turnarounds of titles in the second-hand market. 

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