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What do you think of game tutorials (Telltale's in paricular)?

posted by Emily on - last edited - Viewed by 1.1K users
The Wallace & Gromit team is thinking about how to handle the tutorial in Wallace & Gromit's Grand Adventures, and would like your feedback about what you like/dislike in the tutorials we've done in the past.

(If you haven't played them, please check them out before responding... it'll only take a few minutes of your life! If you haven't bought the episodes, you can access the tutorials through the demos: Sam & Max | Strong Bad's Cool Game for Attractive People.)

A few simple questions to get the conversation started...

1) Did you like the tutorials for Sam & Max Season Two and SBCG4AP?

2) If you didn't like them, what would you want to see to make the tutorials better?

3) Are there other game tutorials that you really like, that you think our designers should look at? Please tell us about them!
32 Comments - Linear Discussion: Classic Style
  • I really liked both Sam and Max's and SBCG4AP's tutorials. They seemed to provide the correct balance of humor and teaching imo.

    What I don't like in tutorials, well the ones that completely stop gameplay and/or have unskippable movies detailing every aspect of control, from moving or jumping to the more complicated stuff. I don't mind being told about it, don't mind being shown pictures of it or text that appears on the screen or a brief movie for the more complex stuff.

    So basically to sum up, if you do more of the same I have no complaints, but no minute long cinemas devoted to just showing how you can move around by clicking your mouse. :D
  • I enjoyed them both - of course, it's not like the controls are that hard to master, but I had to play the tutorials just to hear any extra funny dialogue (of which there's plenty in both).

    They are fairly short - a single puzzle - but I guess that's good, because it means less time wasted on a tutorial and more spent in the actual game.

    Some games, I find, will incorporate the "tutorial" part in the first scene of the game, but I don't see why that's necessary - having it separate means people know it's a tutorial, and a lot of humour can be had with breaking the fourth wall (like in SBCG4AP)

    In otherwords, I agree with Dedlok. They're good already :)
  • Just mirroring what Dedlok and Molokov here, in that I had no use for the tutorials and only use them for any new dialogue or locations. I know how to work a point-and-click just fine, but I think that the way you handle tutorials already is brilliant and I prefer that you don't force the user to go through one. No criticism from me, just keep doing what you're doing!
  • Apparently you are going to get little to no criticism here. I like the way they are handled currently as well. Having an optional tutorial which includes a small puzzle as a teaching mechanic is great. Also, the humor in the tutorials make it worthwhile to play even if you already know how to play the game. It makes it feel like you are getting a little more for your money.

    I'd say keep with the small puzzle tutorials, keep the humor, and make a new one for each episode. Also keep the storyline (if any) of the tutorial separate from the storyline of the game (I hate it when you have to play a tutorial or watch a tutorial cinematic just to know more of the backstory of a game).
  • I pulled up Sam & Max and played the tutorial because I never had before, and had already played the SBCG4AP demo because I heard you could go into Strong Sad's room. I thought Sam reminding me about the cheese after every *single* thing I clicked on to hear a line was a little tedious, but otherwise thought both tutorials were very good.
  • because wallice is cluless(almost), and gromit cant speak, have gromit hold up sighns!
  • well, the tutorials are fine. i think, tutorials are a good idea, because even if you already have experience with the genre you're playing, a tutorial helps you get used to a certain game, without the risk of missing something important.
    for a point and click adventure you should focus on the stuff other games don't have and only do a short introduction on the point and click basics.
    the sam & max season 2 tutorial was a bit lacking in this, it described the whole pointing and clicking in detail, but forgot to mention how you can run. this was a new feature in season 2 and i didn't notice it, until someone talked about it on the forums.
    the sbcg4ap tutorial described everything you should be okay with the wallace and gromit thing...maybe you could give the tutorial more connection to the real game though. let's say, the tutorial takes place before episode one and you take an item...and then in the first episode you start with that thing in your inventory.
    something like the tutorial can be part of the main game, but doesn't has to.
  • the sam & max season 2 tutorial was a bit lacking in this, it described the whole pointing and clicking in detail, but forgot to mention how you can run.
    That's because the voice lines were recorded before running had been finalized. :o

    Thanks for the feedback! Keep it coming. :)
  • I think the tutorials I've played so far are great. It's much better to include a seperate tutorial, as you do, rather than force the player to play through the tutorial at the start of the game (as I've seen in many other games).
  • I played the Sam & Max S2 tutorial after playing S1, and thought it was handled fine. I would have liked some new content rather than a remake of an old puzzle, but I can see that wouldn't have been the best use of resources. The thing about the tutorial is that a lot of existing fans will play it anyway, because they're completists who like to make chronological catalogues of their CD's in their spare time so as to listen to every track they possess in historical order. Sorry, perhaps that's only me. I have no life. I'm not ashamed to admit it.

    Actually, I've never done that.

    With a new property like W&C I would have the tutorial integrated into the first puzzle of Episode 1, but then retrofitted as a standalone option in the menu for eps 2 and following, for players who hadn't played previously-released installments.

    Furthermore, maybe the ideal tutorial acknowledges the possibility that the audience is being patronized and makes something of that, possibly by having a pedantic character as instructor who insists on pointing out the obvious. Wallace might be very good at that, labouring the desperately self-evident, e.g. observing that the pointer on the screen observes and responds to movements you yourself, the player, make by moving a small, very vaguely rodent-like controller, or equivalent on other platforms -- but entirely fails to impart useful information without big placards or whispering in the ear from Gromit. The functional should always be the aesthetic and vice versa, he said with great pomposity.
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