Question Of The Week: What Do We Do With Tutorials?

Tutorials in most games bother me, but none of them bother me as much as tutorials in JRPGs. Unfortunately, Persona 5 is no exception. Like everyone else, I’ve been waiting for Persona 5 for what feels like an eternity, so practically shoving the disc into my system was a no-brainer for me when I finally got my grubby little hands on it. I was met with hours long of hand holding. I suppose one could argue that considering a main entry in the Persona series hasn’t been released since Persona 4 in 2008 and Persona 4: Golden for the Vita in 2012 that Atlus wanted to give both old and new players of the franchise an easy way to settle in. The only problem with a process like that is it makes the story and the game feel like they’re dragging. It made me realize how often I’m hit with a problem like this: a sense of struggle to get to the good parts of a game.

Coincidentally, on the same day Persona 5 was released, Drawn To Death was put online as one of PlayStation’s free games with PS Plus and I ran into the same exact problem. For a game that’s all about being fast, hectic and crazy, the idea of a mind-numbingly boring tutorial seems counter intuitive. The real problem with Drawn To Death’s tutorial system is that it doesn’t stop after the section they labeled as a tutorial, it continues on for a few online matches as well. The developers had this uncontrollable urge to explain every single detail to their audience. It makes the experience stutter.

Amidst all this tutorial hell another game seemed to pull away from this pattern and was met with a lot of critical praise. I am of course talking about The Legend of Zelda: Breath Of The Wild. The game abandons almost all ideas of a tutorial. It gives you a few tips for how to use a power here and there, but everything else from the story to the gameplay is completely up to you to figure out and experience on your own. It’s made me wonder. Is this the right way to do a tutorial or is it simply situational? Do developers really think players are too stupid to figure out what the X button does on their own or are they just afraid they’ve made a game that’s so complex in its mechanics that everything needs to be explained? What exactly should we be doing with tutorials?

Let me know your thoughts in the comments!

 

Written by G. S. Martin

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