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Tuesday
Oct132009

What's Wrong With a Tutorial?

A reader on gamasutra.com commented on my recent ScribbleNauts article that people who don’t play a lot of video games would need the game’s lengthy tutorial.  At first consideration, this statement seems obviously true.  Of course you need to be told what to do the first time you do something, right?

Here’s the problem.  Your players aren’t with you for a lesson.  They’re with you to play a game.  Sure, your game may be educational, but the essence of gaming is something you experience, not something you read.  If your player was in the mood to read or study, she would have picked up a book.

Human beings as a species are pretty impatient.  Anyone who’s flown on a commercial airline knows that about a third of the passengers in the waiting area stand up as soon as the gate agent calls for pre-boarding.  People want to get on the plane now!  Similarly, many of your players will not want to go through your tutorial, no matter how clever it is designed.  They want to play your game.  Now!

On the other hand, some people are very patient people.  They will read every word you put in front of them.  You should take care not to test the patience of these people, and don’t insult their intelligence.  The game isn’t a test they’re going to have to pass with the information you’re giving them.  Don’t treat it like one by walking players through a step by step tutorial.

The best tutorials are the ones that players barely realize they are experiencing.  They let players do exactly what they came to do.  Play!  They feed needed information as the game progresses.  Some of the better tutorials do this nearly imperceptibly by putting hints in non-player character dialogue, or introducing new tools only when they’re needed, and only after players have had the opportunity to master other things in the game.

Remember though that not every game needs a tutorial.  Think of the original Nintendo Entertainment System and its vast library of 100s of games.  My family must have owned 15 game cartridges, and I don’t remember any of them having a tutorial.  Perhaps we just didn’t own the right type of games.  But all of the NES games I can remember featured simple and intuitive controls.  You didn’t need anyone to tell you how to play Super Mario Brothers, because there were only two things to do; walk and jump.  Many players walked right into the first Goomba on Level 1-1 the first time they played.  But they didn’t need to be told they were supposed to jump on or over them.  They learned from experience and did better on their next try.

When you design your tutorial, think of the verbs your player will do as they play.  These verbs could include actions like jump, walk, buy, or attack.  Ideally, the mechanisms to perform these actions should be somewhat intuitive, because they mirror controls that other games use.  Even if your player hasn't played other video games, the essential functions of the game should be something incredibly simple.  Click something to select it.  Push A to jump.  Move the joystick to walk.  Anyone would discover these actions quickly because they're what people naturally do when they have a mouse or game controller in their hands.

If user testing shows that some players just aren't getting it, your first move should be to simplify the controls.  If that's not possible and a tutorial is necessary, feed information on how to perform specific actions only when the player has already had motivation to want to do them.  That way, you are giving players information they already know they want.  If you tell them how to do something before they know why they would want to do it, the game feels more like a step by step activity.  Motivation is the key to making learning enjoyable.

Remember that you and your staff can’t learn how to play your game.  You already know it.  You cannot judge the usability of your game or gauge its need for a tutorial because it came from your own minds.  Naturally, it makes sense to you.  It’s vital that you test your game with players who are completely unfamiliar with it.  Watch and observe and resist the temptation to show them what to do.  If they have troubles playing your game, that will reveal what needs to be simplified or made more clear.

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Reader Comments (4)

Just to add on as a consideration when making tutorials, something I've been doing a lot of reading on recently has been the differences between experimental and modeling/imitative learners.

Experimental being ones who like to jump in a game immediately and figure it out as they go along. Modeling learners tending to prefer being shown how to accomplish something before they do it themselves, and actually becoming uncomfortable when forced to 'perform' before they feel that they understand the situation.

This gamasutra article is about Sheri Graner Ray and her studies into learning styles (particularly with MMO's)
http://www.gamasutra.com/php-bin/news_index.php?story=20241

"When asked if she thinks tutorials have gotten better or worse over time, Graner Ray points to the fact that MMOs assume their players are generally familiar with the genre as being a big detriment to appeal to new players. "The biggest problem we have with MMO tutorials today is that we assume our players have already played a lot of MMOs. In that sense I think they've gotten worse," she says. "I think more attention is being paid to tutorials. But I think we make too many assumptions about our players." "

So some care may need to be taken before assuming the familiarity/comfort that a player has with your game.

October 14, 2009 | Unregistered CommenterBryan Cash

Thanks, Bryan! Those are really interesting notes about experimental and modeling learners, and the article you linked to is very helpful. I don't have a lot of experience yet either playing or designing MMOs. I'm thinking mostly of casual online, mobile, and handheld console games. I think the hurdle of intimidation for those is a little bit lower, but I suppose it wouldn't be for every player.

October 14, 2009 | Registered CommenterTraci Lawson

I usually prefer a game with a tutorial that lets you play while you learn. Walking you through level one and saying "Press A now to throw!" But when it's a lengthy slide show presentation, it's a bit difficult to sit through. Worse yet are ones that you HAVE to sit through any time you start a new game. And that sometimes happen, you play a few levels, but can't save for some reason. Or you put such a long break inbetween sessions that you want to start from scratch and then you have to go through the whole thing again. So annoying! And I'm definitely a casual gamer, so this sort of thing happens to me a lot.

October 20, 2009 | Unregistered CommenterDanyell

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June 27, 2010 | Unregistered CommenterKIRBYAlana30

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