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McDon: List of games that don't patronize the player: Most games in the 90s :P
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keeveek: Btw i have nothing agai-nst voluntary tutorials. I have a lot against mandatory tutorials. And i don't like 'press A to kill' games as well (ass creed)

For dosbox games' there is no better solution than to open the game in window and a reference card nearby. If you have a large screen resolution, you can have them both visible at the same time. It's awesome and efficient.
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McDon: Eh? Ass Creed isn't QTE..is it?
Edit: Nevermind forgot hunting was hunting was mainly QTE in III but still that's a small part.
In ass creed 2 you can kill unlimited number of people by holding one button and pressing arrows.
Post edited August 31, 2013 by keeveek
MDK has a very good tutorial, doesn't say more than necessary, and it's fun too .


The one in Warcraft III I found pretty annoying .
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McDon: List of games that don't patronize the player: Most games in the 90s :P

Eh? Ass Creed isn't QTE..is it?
Edit: Nevermind forgot hunting was hunting was mainly QTE in III but still that's a small part.
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keeveek: In ass creed 2 you can kill unlimited number of people by holding one button and pressing arrows.
Oh, still in the middle of finishing although Ass Creed 1 had nothing like that (though it wasn't a great game anyway).
I feel the need to bring up Egoraptor's excellent video on game design using Mega Man as an example:

http://www.youtube.com/watch?v=8FpigqfcvlM

There really is far too much hand holding as a result of poor design going on these days that's for sure. Good, seamless tutorials and design conveyance are becoming a lost art.
Post edited August 31, 2013 by ReynardFox
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timppu: As for the point that the veterans might feel the tutorials are useless as they know the game mechanism already, that is easily solved by making the tutorials skippable. But even people like me who have played games for a very long time, it is not uncommon to come by games or genres that are unfamiliar to you. For example when I started playing Mirror's Edge or Darksiders, or if some console-only gamer wanted to try out a PC FPS game with WASD+mouse controls. Or likewise, a PC-only gamer wanted to try out a console FPS game with a gamepad.
I rarely find tutorials beneficial. I get the point and all but usually it just feels like a tedious, time suck of a way to learn something that could learned faster with a manual, and sometimes it's a struggle not to lose interest in a game. Fighting games tend to get it right. Totally optional, broken into sections, practice like, and bail anytime you want.

There is little in the gaming world that infuriates me more than un-skippable tutorials. Actually, I can't think of anything more frustrating in gaming. Maybe long leadins when all I am trying to do is figure out what settings I want to use, but have to wait for 10 minutes before I can get to a part I can jump in and out if.
Screw tutorials. Just provide a digital manual, or have it separate like they did in Witcher 2.
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qre3o: I like the tutorials that integrate the story with it, like half-life or far cry 3
Same here. I also like tutorials that has a neat structure so when you're done and have played a while of the actual campaign or mission you realize how much it helped and then you get to expand by experimenting the basics the tutorial taught.
As long as the tutorial are just screen props and the game doesn't purposefully limit what I can do for the benefit of the tutorial, I don't really care.
Oh, I've got this notion...
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scampywiak: Man, so many games now do this. The Arkham games come first to mind. I wanted Bruce to shut the fuck up and let me do the investigating, and even then the gadgets do the thinking for you. A shame because they're such great games otherwise. Just about any modern shooter requires you to turn your brain off and enjoy the cutscenes with QTE's, which I find patronizing. GTA and other open world games prompt you what to do step by step. GTA4 was terrible about this. The Assassin's Creed games don't fare much better. RPG's are the least likely to do this but Bioware's simpering ego-stroking characters and the sheer lack of depth in ME2 and ME3 is pretty sad.
Arkham games are one of the better ones IMo as they are integrated into game, they are bit annoying, but they make quite sense. It would be better if you would be able to turn them off, though.
I most hate tutorials where you can't skip anything, you have to let the text read itself, word by word, several lines and then you have to move camera left, another wall of text and you can move camera right, etc. You can't do any step faste ror in different order and biggest acomplishment is if you don't fall asleep. Yeah Battle Realms, I am looking at you.
I like more when they tell you waht to do and then they give you free hand to try it.
The previous part is mostly about RTS and TBS.
I don't want any tutorial in FPS and in RPG I like something like in BG1 where you can ignore it if you want.
I don't feel patronised by tutorials - after all they are supposed to explain the game at the most basic level. But I do really hate unskippable tutorials. Playing DX:HR for like the fifth time right now and it really annoys me. Admittedly the tutorial element of it is really small and to a large degree avoidable, and it is story-driven, but I would still be happier if I had the option to skip it.

I haven't really felt that a game itself has patronised me though. But I do tend to play games that are fairly complex technically and I don't think that the occasional reminder is unnecessary. I think that the only game that I've ever played that has QTEs is Just Cause 2
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timppu: snip
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DaCostaBR: A tutorial for an unique gameplay mechanic is fine.
I think most games have to assume that they are unique to some people. Either people who are new gamers (you know, old gamers die out, and new gamers are born every day :)), or new to the genre or the system. For instance, I quite often see avid gamers who are completely lost with the whole idea of WASD + mouse for FPS games, simply because they haven't played such games on PCs before. Like recently when I tried to teach one kid to play a PC FPS game with the keyboard, he still tried to use WASD with two hands, not one. I bet he wouldn't have learned it by just looking at key bindings in the options screen.

Anyways, as so many have said, the tutorials could be optional/separate. In fact they should be, because at some point I e.g. forgot the controls for Mirror's Edge, so it was very nice that the tutorial mission was separate, so I could replay it as many times as I wanted without having to restart the actual game.
Post edited August 31, 2013 by timppu
Completely unrelated: I hate games where the tutorial is skippable, but you get additional items or whatever for doing it. Is it too hard to make people who skip it start off with the same things and not punish the player for knowing how to play the game?
Why?! Why don't they make stuff like this anymore?! I so wish I'd played this game...
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timppu: For instance, I quite often see avid gamers who are completely lost with the whole idea of WASD + mouse for FPS games, simply because they haven't played such games on PCs before. Like recently when I tried to teach one kid to play a PC FPS game with the keyboard, he still tried to use WASD with two hands, not one. I bet he wouldn't have learned it by just looking at key bindings in the options screen.
I remember when I got a PC when I was 7 years old and I used both hands to press the arrow keys when playing Doom! Also, for a long time I did not manage to get past level 1 because I did not know that the green thing on a wall at the end of the level was meant to be pressed in order to proceed to the next level. Then for a very long time, I did not manage to pick up the red key in level 2 because you had to run across that little pit using the Shift key and I never used the Shift key because I could not handle the controls at such speeds. I never owned a console and the PC was my first gaming experience. A lot of the things that seem completely intuitive right now did not seem quite as much so back then.