Back in 2014, I played my first, and last, Assassin’s Creed game: Black Flag. The opening to this game is absolutely glacial – players are forced to sit through a bunch of dialogue that they have no context for, and the bits where you’re actually controlling the character are trailing missions. It’s truly awful.
After enduring almost an hour of this nonsense, players are dropped into the first major hub city. This is where the game truly begins, and players are finally allowed to take control of Edward. I mean – prior to this you’re the one twiddling the controls sticks, but you’re being railroaded through a bunch of nonsense. You’re not really playing the game. It’s more like you’re being taken on a scripted tour where you’re occasionally asked to press buttons.

Despite finally letting players off the leash, Black Flag would really rather you continue to traipse through more scripted nonsense. I’d suffered enough however, so I started running around the city instead. Through my travels I developed a better feel for Black Flag’s combat, and movement systems, while also learning about all the different icons on the map.
I would later learn the error of my ways. While my grand adventure had been fun, and informative, Black Flag had different ideas for how I was meant to learn the game. When I eventually returned to the main quest, I was subjected to a laborious explanation of all of the game’s basic mechanics – the very same mechanics that I’d just spent a couple hours learning of my own volition. Lovely.
That brings me to what I wanted to talk about today: tutorials. I think they’re an essential part of many games, but I swear to God if I have to sit through another one that explains things like I’ve never played a game before I’ll lose my mind.
While I might have started with Black Flag, it isn’t even the reason I wanted to talk about tutorials. The actual reason is Pikmin 4. It begins with a horrendously paced tutorial that takes several hours to complete. What’s worse is how much time the game spends talking at you. For a game with nothing to say, Pikmin 4 has a LOT of dialogue.

And don’t get me wrong – I think Pikmin 4’s tutorial is lovely if you’ve never played Pikmin before. Heck, it’s probably also rock solid if you’ve never played a video game before. With the widespread success of the Switch, and Pikmin’s cute aesthetic there is a not insignificant chance that Pikmin 4 will be many people’s first Pikmin. This necessitates having a tutorial that clearly explains things in a way that doesn’t rely on preexisting knowledge, or in-universe jargon.
While I recognize the need for a good tutorial to set up every player with strong foundational knowledge, I don’t want to sit through it. I’ve played, and finished all 3 previous Pikmin games. Multiple times. I’ve been through the equivalent of Pikmin Vietnam. Pikmin 4’s tutorial was a 2 hour slog that felt incredibly condescending. Moreover, it almost made me drop the game. Were it not for my significant other telling me that the game would eventually shut up, I’m not sure I’d have bothered suffering through the entire tutorial.
So what’s the solution here? How do we accommodate players of all skill levels with the tutorials that are offered within games?

Well…we could start by doing tutorials the same way we tend to treat difficulty.
While I’m not the biggest fan of static selectable difficulties, it’s hard to deny how successful they are at what they do. They give players some degree of control over the challenge on offer in the game they’re playing. It doesn’t work for every experience, but it can help players tune things to better fit their preferences. Perhaps a similar stance could be taken by more games.
Having multiple styles of tutorials isn’t even a new concept either. Almost every modern fighting game has tutorials built out like this. When you first start, you’ll enter play through a skippable tutorial that teaches you the basics of movement, and attacking the opponent. Then you can find additional playable, and text tutorials in the help, or training sections of the games. This lets players go through as much, or as little of the tutorial as they desire meaning that everyone has a lot of control over their individual experience. It also has the added benefit of breaking down a more mechanically complex title into several digestible chunks, but that’s a topic for another article.

I’m also acutely aware that it’s significantly more time consuming to develop several different tutorials to appease different styles of players. Obviously. Doing just about anything well in video games requires that it not be the cheap, and easy route. But isn’t it worth it? I’d have completely bounced off Pikmin 4 were it not for my significant other telling me that the rest of the game was worth suffering through the tutorial for. And Pikmin 4 is only the latest game to do this to me. Numerous untold games haven’t benefited from the good graces of a second chance.
I dunno. Is this an unreasonable question to ask? Have you ever bounced off a game because you found the tutorial to be overbearing? Let me know – genuinely curious to hear back from other folks about this one.
I probably have a higher threshold of patience than most with overly long tutorials except in one regard – if you do not let me save and exit before the end of your tutorial, and it takes more than 15 minutes to complete, I’m likely done with your game.
I actually like the way that a lot of city builders / colony builders / other strategy games handle tutorials. It’s broken down into bite sized chunks, and in the best of them, you can complete the ones you feel are useful and skip the “Use WASD to scroll around the screen” if you’re already familiar with the basics of the genre.
I think your solution also has potential. On starting a new game, choose from detailed tutorial, fast tutorial, no thanks, I’ve done this before. Or have a checkbox that will allow you to choose whether or not to get pop ups of more information the first time you encounter a new mechanic.
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Genuinely surprised to read that there are tutorials that won’t save your progress partway through. Feels like a bit of a cardinal sin – unless you’re in the middle of some online match, games should let you save your progress. Life happens, and all that.
Seems like city builders (and other strategy titles) might be where fighting games got the idea to start compartmentalizing their tutorials. I’m guessing the former has been doing it since forever, while the latter only just started doing it in the past decade of releases. It certainly works wonders for teaching more complex games, while also allowing veterans to skip over the basics.
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I don’t know why “Skip Tutorial” isn’t basically always an option.
And the worst one for this Inhave played recently was Hogwarts Legacy. Not that the tutorial section is bad, but to get all the achivements, you have to do it 4 times.
There is one achivement for each of the 4 houses for doing the ONE quest that is different based on house (in the whole game). This quest is roughly 2 hours into the game, IF you button mash through the cut scenes.. It wouldn’t be bad except most of that initial 2 hours is essentially, “Tutorials”. You can’t even run through the first 30 minutes gove or take, you have to slow walk.
I have not even had the patience yet to go back and donit the fourth time needed to get that last achivement.
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Good lord. That makes so little sense. The developers even knew that people would be replaying through the game for achievements that they included, but still force veteran players to slog through the tutorial. Truly mind boggling.
Best of luck on that final achievement. o7
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I’ve never bounced off of a game because of the tutorial, but I do think it’s high time they become optional. Especially in a game like Pokemon – I’ve been playing for 15 years, I don’t need my rival, DickFace, showing me how to throw a Pokeball for the 800th time. I like the way Elden Ring handled their tutorial, tbh. It was basically “hey, jump down this hole if you want to learn how to play. If not, keep it moving, have a nice day.”
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Will second that Elden Ring handled its tutorial pretty well. I feel like that’s pretty inline with what I’d want. Or like…in Dark Souls, you can kinda just skip over all the tutorial messages as you butt rush through the asylum. Not quite the same vein, but still helps to speed things along if it aint your first rodeo.
I also feel it’s worth mentioning that I laughed out loud reading your included rival name.
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I definitely can understand the frustration. A lot of that stretching comes simultaneously from the increase in complexity (there are a lot of things for the player to do and interact with, and you want to make sure players don’t get left behind) and the move towards diegetic conveyance of information (weaving the tutorial into the storyline, so that both the player and character are learning how things work). The former means that tutorials need to be longer, and the latter that they’re harder to “skip” completely, or even just streamline. Not to mention that you would also want to make them harder to skip just so people don’t accidentally do so and bounce off your game because they don’t know what to do.
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That’s the one major wrinkle in my whole “let me have options” suggestion, isn’t it? Pikmin 4’s tutorial is just as you’ve said: diegetic. It’s the opening act to the game’s story, though I’m not sure I found it tremendously effective for getting me invested in said story.
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When you say tutorial, I think of GWENT (the standalone game). I went into that game before I knew much about the world of The Witcher, but the tutorial matches are so quick and effective at showcasing why the game is something to stick with. Card games are often made or broken on these initial impressions (another good example: Hearthstone. Another bad example: Griftlands).
350-ish hours of GWENT, 8 books, and 3 seasons of TV later, you might even say that the tutorial is responsible for turning me into the Witcher fan I am today.
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God damn. The power of a truly great tutorial can’t be understated in your case haha.
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