In this episode we talk about how tutorials seem to be “eating” games, becoming a larger and larger part of the experience. I think this is a natural result of a few factors:
- Games being more thorough about teaching mechanics. (Very good change.)
- Action games becoming more complicated. (A neutral change, depending on who you ask.)
- Games getting shorter. (Very bad change).
To be fair, I don’t know how I’d improve Assassin’s Creed 2 with regards to tutorials. It does feel like they go on for a long time, but it’s introducing skills as you need them, as opposed to front-loading them in the opening chapter. It integrates them with the story, showing Ezio transforming from a slightly spoiled, unfocused young man into a grim killing machine. It would be terrible if this happened in a single cutscene, or if he magically began kicking ass without anyone teaching him anything.
I can’t think of how you could cut down on tutorials without sacrificing story coherency, removing gameplay, overloading new players, or leaving newcomers to learn under duress.
A programming project where I set out to make a Minecraft-style world so I can experiment with Octree data.
Trusting the System
How do you know the rules of the game are what the game claims? More importantly, how do the DEVELOPERS know?
Games and the Fear of Death
Why killing you might be the least scary thing a game can do.
Good to be the King?
Which would you rather be: A king in the middle ages, or a lower-income laborer in the 21st century?
Denuvo and the "Death" of Piracy
Denuvo videogame DRM didn't actually kill piracy, but it did stop it for several months. Here's what we learned from that.