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Post by CastleDan on Jun 29, 2016 14:05:55 GMT -6
I don't really agree though. As I said, SOTN didn't even NEED tutorials and it's still arguably regarded whether you agree or not as the best in the franchise by majority of the fans. Now, to your point about tying it to the plot makes it make more sense. My point is they don't need to. Did they need to tie Alucard's abilities to the plot? It was just obvious that his abilities were because he was a vampire, you never needed to say it with dialogue it's just easily assumed. It's an old game sure, but the discovery of things you didn't know you could do was part of the fun. The mystery of what more is there was great. Miriam is oddly enough in a similar boat, she's a half being of sorts not fully cursed but she's got a cursed running through her veins. They don't need dialogue from characters saying, you have the abilities to absorb Magi-Crystals and use their abilities. Whether you say giving it story importance helps or not, just saying those words sound incredibly videogamey. We know she's cursed, we will clearly know she's connected to the demons, so let it be assumed and focus the story on not absorbing magi-crystals but the curse/Gebel/Alchemists ALL THE COOLER stuff that make for better cutscenes. Either way, I showed an example above. You can write the dialogue in a way that doesn't scream videogame but still get the message across about the souls/glyphs or what have you. I want to clarify, I never said they need to do away with tutorials, I said having to turn them off would be nice or have them be completely skippable but because they will be in cutscenes that's where the problem lies. We're now skipping cutscenes and not tutorial button prompts. SotN was also still during a time when manuals existed. Again, controls are typically within the settings of the games you play, and even then it takes a quick minute to look it up. Please, don't allow people to be THIS lazy. We don't have to make excuses for them. I'm making common sense points here, I'm not saying tutorials need to leave completely..... I said there should be an option because it's kinda grating and pointless to people who can figure out all of this in a couple minutes of time.
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Post by salacavalini on Jun 29, 2016 14:07:35 GMT -6
Just to re-iterate, OPTIONS are good. This doesn't have to be an issue of mutual exclusivity of preference.
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Post by purifyweirdshard on Jun 29, 2016 14:08:40 GMT -6
I'll do that later tonight when I get home, croc. No problem. I agree anyway, it will just take a bit more time to do. Dan, SotN is definitely widely regarded as the best, no doubt. I think though that the average player now has a very short attention span. Now, a player is more likely to ask online how to do something or watch a Youtube video than pay any attention to instruction materials, printed or otherwise. Had NES games like The Legend of Zelda and Castlevania 2 been released in 2016, the internet would have flooded with negative opinions, posts like "where do I go now???", "how was I supposed to figure that out? Game's trash, arbitrary nonsense". Sometimes a game promotes this almost as a feature, a tie-in with its difficulty and overall obscurity of the game's systems, and that's when a game like Dark Souls is successful. Igavania games are light adventure, exploration and collection games with a decent challenge. I think the goal of the team is to bring these more to the forefront again, to be appreciated by more people rather than to be cherished by the same few that are ever-diminishing. If I have to swallow the little pill of a tutorial here and there, I'd say it's worth it. If we want a future for these games, we do need the future to want them. It can be done quite tastefully and not break the flow of the game. Some great examples and ideas have been posted up. I'd be down with optional/toggles myself, too, of course. Eh, to each their own. It won't ruin anything for me it's just definitely not preferred. There's better ways to go about it then cutscenes. I agree that nowadays people have a short attention span but maybe it's time we make them work a bit harder and change that habit for the better rather than enable them and make it worse lol, don't get me wrong, I agree. The way the industry and its players have moved away from the older ways bothers me a lot. If this game was being made just for me, I'd say don't tell me how to do anything.
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Post by CastleDan on Jun 29, 2016 14:09:12 GMT -6
Just to re-iterate, OPTIONS are good. This doesn't have to be an issue of mutual exclusivity of preference. I absolutely agree. The only problem is with cutscenes it's less of an option it's more...well you're missing a cutscene now. So in the process of them explaining controls they might also talk story elements. Whereas with a button prompt it's skippable and SPECIFICALLY nothing concerning to miss. purifyweirdshard Yeah but let's be honest. the VAST and I mean VAST majority of people playing this game will be playing it because they loved Igavania games. I have a hard time wrapping my head around fans of igavania's needing cutscenes to explain how to play it. I mean jesus, playing the demo it was like i was playing SOTN all over again. It was that easy to pick up and play. What's wrong with the button prompts? How is it anymore intrusive then full cutscenes being devoted to it? At least with the button prompts you could just turn them off. Idk. I'm trying to see the most middle ground here, and that is it. I mean, they were concerned because it took people longer to finish the demo at E3 and the directional aiming thing. I think both of these two elements might be blown out of proportion. I know for me I didn't rush to finish the demo, I was looking around, back tracking, checking different elements out. The directional aiming thing might not even be a frustrating aspect, maybe they realized they could do it a little later and thought it was a cool discovery. I just feel like they're issues that are being blown out of proportion when other issues could be resolved instead
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Post by LeoLeWolferoux on Jun 29, 2016 14:28:39 GMT -6
Personally don't like tutorials. Same. I'd rather not have my hand held through the game, especially when some concepts are a given. Miriam's abilities for example. I'm sure that the intro into the game will tell those who don't know, that Miriam has been afflicted with the Magic-Crystal Curse. Boom. She can use the CRYSTALIZED abilities of monsters, given she defeats enough of them, and she absorbs their powers. Again, one of those 'a given' circumstances. In my opinion, anyway. :p
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Post by CastleDan on Jun 29, 2016 14:31:26 GMT -6
Personally don't like tutorials. Same. I'd rather not have my hand held through the game, especially when some concepts are a given. Like Miriam's abilities for example. I'm sure that the intro into the game will tell those who don't know, that Miriam has been afflicted with the Magic-Crystal Curse. Boom. She can use the CRYSTALIZED abilities of monsters, given she defeats enough of them, and she absorbs their powers. Sorta one of those 'a given' circumstances. In my opinion, anyway. Yup, that's exactly what I was saying. They don't need to explain the gameplay mechanics in the story, the fact that she has a curse will make it pretty obvious. The beginning intro will make it pretty obvious, don't waste dialogue with actually characters telling you it too.
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Post by LeoLeWolferoux on Jun 29, 2016 14:34:23 GMT -6
Same. I'd rather not have my hand held through the game, especially when some concepts are a given. Like Miriam's abilities for example. I'm sure that the intro into the game will tell those who don't know, that Miriam has been afflicted with the Magic-Crystal Curse. Boom. She can use the CRYSTALIZED abilities of monsters, given she defeats enough of them, and she absorbs their powers. Sorta one of those 'a given' circumstances. In my opinion, anyway. :p Yup, that's exactly what I was saying. They don't need to explain the gameplay mechanics in the story, the fact that she has a curse will make it pretty obvious. The beginning intro will make it pretty obvious, don't waste dialogue with actually characters telling you it too. tbh, I'm kinda hoping that the 'in your face stopping whatever you might have just been doing' tutorial was JUST for the demo. It seems kinda outta place in a traditional IGA game. I mean none of the others had that. (With the exception of PoR, which gave SMALL tutorials on how new relics worked, which wasn't too annoying lol)
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Post by reltats on Jun 29, 2016 16:56:11 GMT -6
The way I'd want to see this done would definitely be the option to either play it or skip it altogether. Though I gotta say I've always hated when tutorials are done by in-game characters, it just feels... weird, like they are blatantly yelling at me "hey i'm a video game character, your playing a video game, isn't this cool?"
As for the learning without learning approach, I'm not really a fan of exclusively doing the tutorial that way. This is not to say I think the learning without learning is a bad approach to take. I think the dark souls games found the perfect balance, where you had a normal level with messages the player can read if they can't figure out the controls themselves or (if they are like me) want to spend as little time as possible learning the controls and prefers to just have them spelled out so they can get into the action as quickly as possible.
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Post by crocodile on Jun 29, 2016 17:30:19 GMT -6
A) "Lots of people said something is the best, ergo it must be true, said product must be flawless, everything it did was the right way to do thing and there is no way to improve upon it." This seems to be an argument a few people are making? This is TERRIBLE logic. Extend this type of thinking to any other field of life and it would spell the end of human advancement. “Chamber pots are good, why bother with indoor plumbing?”, “The monarchy is great, why try other forms of government?”, “Leeches seem pretty cool, why bother with medical research?”. You can like/love something without deifying it. Acknowledge its flaws and use that as an avenue for iteration and improvement. Game design has evolved and the industry is much larger than it has ever been. Lots of the things that were done in the past were done that way because they couldn’t do better or didn’t know how to do better yet. This is an ideal time for Iga to use everything he has learned as a game designer so far to make the best Igavania he can. Bloodstained will not be the best game it can be by copying all design elements wholesale from a 20 year old game. B) The inability of some to think outside their bubble and appreciate the needs of those unlike them is a little depressing This is Game Design Theory 101. You obviously want to design the sort of game you and those who think like you want to play but if you want an audience beyond that, you have to think of the needs of others too. There are going to be more people who play this game than just backers – I have no idea where some have some fairy tale dream that backers will be the only/majority players of this game over the years it will exist. If this was a retail game with a standard publisher arrangement and only sold 65k (approx. number of backers) copies lifetime that would be a disaster. I assume Iga wants/expects more out of this game than that. We should too. In game tutorials have existed in games and been done in ways that both acknowledged the needs of neophytes while not impeding on the fun of the more experienced. There are ways to make everybody happy here – experienced players don’t have to be screwed at all if this is done well. No creative elements or vision has to be sacrificed here either. The goal is to offer feedback to ensure that any tutorials done in this game are done right. Not to debate the merit of the concept of a tutorial.
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Post by CastleDan on Jun 29, 2016 18:34:34 GMT -6
That's not really true at all.
No ones saying they need to ditch tutorials. Is that maybe some of our preference? Sure but I'm sure you have preferences too. We've already stated there's ways to do tutorials where it's not intrusive for those who hate them and for those who need them. I wouldn't say that's being against newcomers at all. I'd say that's finding common ground and being fair to everyone. Having prompts or having an option to turn tutorials off is GOOD game design 101 if anything. It makes everyone happy. Cutscenes that are tutorial based isn't imo
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Post by jboogieg on Jun 29, 2016 19:05:43 GMT -6
For my part, if they've got the idea to do it that way then I'm actually pretty interested in what IGA and crew's implementation for it is.
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Post by purifyweirdshard on Jun 29, 2016 19:29:43 GMT -6
The following posts were actually made preceding this topic's creation in the E3 demo feedback thread in Bloodstained Discussion and were previously above the OP because of this when I moved all related posts en masse. CastleDan and jboogieg can let me know in the event they would like me to edit their posts. Thanks!
- purifyweirdsoulI'd say it was done pretty well in Order of Ecclesia. It's not about it being done well or not, it's about it not needing to be done at all. I don't need the games characters to tell me how to use a shard or how to slide when a quick click and look at the control menu tells me all I need to know. It just takes me out of the experience, and even if the characters do it convincingly I rather the characters I'm gonna be spending time with in a game were utilized in ways that are more oriented to the story not the mechanics. Maria's first appearance with Alucard wouldn't be as cool if she was like " Alucard the power of the vampire grants you many cool abilities...try this move to take out that enemy over there" It's just such a waste dialogue wise that could be better used to introduce characters in a story oriented and natural way ( like their actual introduction) Not to mention most of the players of this game will have played igavania games time and time again so the controls and gameplay won't be so out there that it'll be hard for us to figure out lol. I mean I get that some people didn't realize you could directionally shoot the fire but people are capable, they'll figure it out on their own. Let them experiment and use their brains. It's not about it being done well or not, it's about it not needing to be done at all. I don't need the games characters to tell me how to use a shard or how to slide when a quick click and look at the control menu tells me all I need to know. It just takes me out of the experience, and even if the characters do it convincingly I rather the characters I'm gonna be spending time with in a game were utilized in ways that are more oriented to the story not the mechanics. Maria's first appearance with Alucard wouldn't be as cool if she was like " Alucard the power of the vampire grants you many cool abilities...try this move to take out that enemy over there" It's just such a waste dialogue wise that could be better used to introduce characters in a story oriented and natural way ( like their actual introduction) Not to mention most of the players of this game will have played igavania games time and time again so the controls and gameplay won't be so out there that it'll be hard for us to figure out lol. I mean I get that some people didn't realize you could directionally shoot the fire but people are capable, they'll figure it out on their own. Let them experiment and use their brains. I do get what you're saying but I'm going to have to disagree with you here. The death of the manual is what's brought about tutorials and there's another thing to consider: while a good number of people will experiment and figure things out themselves but there is a good number of people who will be frustrated by not knowing what to do and not bother continuing. Whether this is a good or bad thing is pretty much down to opinion. But if you're aiming for as large as market as possible the you aim for the lowest common denominator. Now having an option to not having tutorials at all or to skip them would be great. But I don't know how much traction asking for none at all will get. Not everybody who is going to play Bloodstained has played a Metroidvania/Igavania before. This game will also have its own unique systems separate from previous Igavanias that could need, if not a thorough explanation, at least an introduction. The important thing is to not make sure such tutorials are not obnoxious or intrusive. Delivering it in a way that logically ties into the game narrative is also preferred (so it doesn't feel too "gamey"). The best way of course is to just do it through level design (see the Mega Man X and Shovel Knight examples I posted before). If you can't do that, then using Order of Ecclesia is a good example of it done decently well. The narrative of the story basically goes Miriam starts the game after having woken up from a deep sleep right? Is it inconceivable that she wakes up, meets up with Johannes and then he offers her the option to do an OPTIONAL crash course of moves and techniques? "Hey Miriam you've just been asleep for a while and you may be both mentally and physically rusty. What to do some exercises before you head out?" Say yes and you do some tutorials; say no and you move on to Galleon Minerva. Simple, easy, people who need the tutorials get them and those who don't get to skip them wholesale. Win-win scenario no? A lot better than forced cutscenes or whatever. I just don't see it as being an option though. It'd be nice to have a choice and I'd love to have that choice but it seems like it'll be cinematic cutscenes. Sure, not EVERYONE will have played an igavania but that's definitely the majority of this audience and you say it'll have its own systems but the systems are still very influenced by the systems we all know. It's just not that difficult to pick up and play and it never was. I just don't see it as necessary, I've seen more challenging games with less of a focus on tutorials lol. This isn't a knock at bloodstained I just think part of the appeal of these games is it's really pick up and play and being bogged down by cinematic tutorials seems pointless when it should either be optional or not needed.
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Post by crocodile on Jun 29, 2016 19:50:17 GMT -6
That's not really true at all. No ones saying they need to ditch tutorials. Is that maybe some of our preference? Sure but I'm sure you have preferences too. We've already stated there's ways to do tutorials where it's not intrusive for those who hate them and for those who need them. I wouldn't say that's being against newcomers at all. I'd say that's finding common ground and being fair to everyone. Having prompts or having an option to turn tutorials off is GOOD game design 101 if anything. It makes everyone happy. Cutscenes that are tutorial based isn't imo Considering I've even said it would be keen if tutorials were optional/skippable it makes make me question a bit if you read some of the things I've written in here? However multiple posts in here have both denigrated tutorials in general and extolled the virtues of the complete absence of tutorials (including some of yours) so I felt it was important to speak out against. Regarding the type of tutorial used, effectiveness is a big concern. If the tutorial isn't good enough at conveying information that is a concern and that seemed to be the feedback Iga was getting at E3. There is a reason he was standing there watching people play his game - he wasn't there just for kicks. If the command prompts weren't doing the job well enough (that at they are often harder to segregated entirely from the gameplay that cutscenes and overdosing on text can be an issue) then that may mean a change up is in order. Tutorials that are interactive and fun tend to be the most successful as well as ones that avoid front-loading information. Sometimes cutscenes can botch those elements so that is a concern of mine - I'm just not sure what would be a comparable game/example to what they want to do. Again, is OoE something they are looking towards (which had interactive and directed elements that even had you engage in a mock battle)?
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Post by allooutrick on Jun 29, 2016 20:11:08 GMT -6
The type of tutorial I've come to prefer is an in game manual that's accessed from the main menu and from the options section in game. This allows the player to see the controls before starting and allow them to look up anything they forget without pulling away from the game or a hard coded break away from the actual experience. For a game like this the manual can be expanded as new moves are acquired and, maybe, as special attack inputs are found.
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Post by CastleDan on Jun 29, 2016 20:17:51 GMT -6
That's not really true at all. No ones saying they need to ditch tutorials. Is that maybe some of our preference? Sure but I'm sure you have preferences too. We've already stated there's ways to do tutorials where it's not intrusive for those who hate them and for those who need them. I wouldn't say that's being against newcomers at all. I'd say that's finding common ground and being fair to everyone. Having prompts or having an option to turn tutorials off is GOOD game design 101 if anything. It makes everyone happy. Cutscenes that are tutorial based isn't imo Considering I've even said it would be keen if tutorials were optional/skippable it makes make me question a bit if you read some of the things I've written in here? However multiple posts in here have both denigrated tutorials in general and extolled the virtues of the complete absence of tutorials (including some of yours) so I felt it was important to speak out against. Regarding the type of tutorial used, effectiveness is a big concern. If the tutorial isn't good enough at conveying information that is a concern and that seemed to be the feedback Iga was getting at E3. There is a reason he was standing there watching people play his game - he wasn't there just for kicks. If the command prompts weren't doing the job well enough (that at they are often harder to segregated entirely from the gameplay that cutscenes and overdosing on text can be an issue) then that may mean a change up is in order. Tutorials that are interactive and fun tend to be the most successful as well as ones that avoid front-loading information. Sometimes cutscenes can botch those elements so that is a concern of mine - I'm just not sure what would be a comparable game/example to what they want to do. Again, is OoE something they are looking towards (which had interactive and directed elements that even had you engage in a mock battle)? I never said you didn't say you didn't agree with some of the points made by me or other users. However, you're saying I'm basically saying screw tutorials we don't need them and while I PERSONALLY think that I've also said at various points that they should give the option to turn them on or off. Also I don't even get how the tutorial wasn't good enough. It tells you what to press to perform an action. What more does a tutorial need to accomplish? Lol I said they could animate the button pressing or make the analog make a spinning animation to get the point across better. Why not do something simple like that instead of make cutscenes just to accomplish the same goals? If you want to please the most people you make it optional imo. Anyways, I'll be happy either way. I can live with the cutscenes but I'm just saying there's better ways to go about this.
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Post by Maker on Jun 30, 2016 9:50:44 GMT -6
Just gonna chime in and leave this as a "how I'd do it" scenario.
If the game opens with a cinematic sequence or something like SotN where your dropped into an area immediately it may be a lot better to have the learning process take a while. No one likes being bombarded with tons of info really really quickly(well very few of us do I'd imagine but you get my point). By stretching out abilities and actions required through the first section of the games level design you do exactly that.
Using SotN as an example again going on you've no idea if you'll ever buy items with the gold or if its an occasional oddity. Same goes for spells weapons specials etc. You don't know until you try or look that up on the internet.
At that point I'd say if the game has a particularly good website, I'd post a manual of sorts there.
I feel the learning process should be as organic as possible even to the exclusion of possibly leaving stuff out if its not important. (Wall jumps in Super Metroid)
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Post by BloodyTears92 on Jun 30, 2016 11:20:17 GMT -6
Tutorials are a tricky thing to handle, and I also agree that the "death of the manual" is what really brought them on. I know a lot of us backed the game enough to get a manual but that's more for our nostalgia ans obviously isnt going to be available to the general public.
Someone mentioned Dark Souls and I find that agreeable. Imagine if the Galleon Minerva had Stained Glass Runes on the ground or something to that effect: if you interact with them, you get tutorial messages, or if you know what you're doing you walk right over them and everything's dandy. Its a great way to give newcomers to the game.genre what they need but for veterans we can just get on with our intro level just fine.
Another way would be the Devil May Cry/Fire Emblem method: have a Glossary in the menu itself that explains terms/controls/mechanics etc. Its another way to have the tutorials readily available at all times but not forcefully dumped on you.
I can understand and agree with the concerns of many here. This is hardly my first IGAvania rodeo, I've been doing it for years and I dont need any help aside from the obvious specific/new mechanics like rotating your arm to free-aim spells.
Of course the quickest and dirtiest solution is to just have pop-up messages and at the start of the game ask players if they do or don't want them.
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Post by Viftech on Jun 30, 2016 11:36:20 GMT -6
I have looked through this thread and I feel like I should come with a point which may depend on the rating of the game, which will probably be T for teen. Bloodstained will not be translated to every language, but it will be release worldwide. So you kinda need some sort of tutorial to show how it functions here and there. A lot of people that has English as their first language backed this Kickstarter, around 49345 people. So that leaves about 15522 of the backers who probably don't have English as their first language , but as their second or third language. So what may seem like dumb people may just be people who don't understand English as well as you do.
I know that I wasn't really good at English when I was younger and I know a lot of people who aren't good at English now either. So having something similar to was in the demo just won't do it if you want to appeal to everyone, but if the rating of Bloodstained becomes what I think it will, then those people will figure it out eventually. These type of games require some puzzle solving skills, but if you don't learn the skills you where suppose to learn from the start of the game it may become to infuriating to some and cause them to quit playing.
Now I trust IGA and his team will make a game that will satisfy most, if not everyone. So I will withhold criticism of a game which isn't in beta yet. If the beta has a bad tutorial then I would think it time to complain, since the E3 demo was made to be played at E3 where I presume most of those who played are adults who speak English. So I would presume it's not a tutorial as much as an instruction, which is suitable for the age range of those who played it at E3.
tl;dr: I would argue that the best tutorial is the one that is designed to suit its age group and where it will be released.
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1650
0
Oct 10, 2018 17:39:30 GMT -6
38
yoshi9048
58
Jul 3, 2016 14:07:34 GMT -6
July 2016
yoshi9048
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Post by yoshi9048 on Jul 4, 2016 23:34:21 GMT -6
<-- covers it.
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Ghostpepper
inherit
-32937
0
Nov 21, 2024 16:45:50 GMT -6
Ghostpepper
0
Nov 21, 2024 16:45:50 GMT -6
January 1970
GUEST
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Post by Ghostpepper on Jul 5, 2016 2:21:34 GMT -6
When i think of great tutorials my mind immediately snaps to megaman x. The intro stage shows so much without ever saying anything about control and has full faith in the player. No coddling or hand holding and feels like you're playing a game. Strategically placed enemies, events and stage hazards teach you everything needed to begin. Another good example everyone probably knows is super mario bros 1-1
Megaman x intro stage:
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