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Tutorials May Be Annoying, But We Need Them.

Aug 23, 2018
2 min read
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Tutorials are often regarded with hated derision. For most veteran players being spoon fed simple directions and basic instructional movements like a toddler in a high chair is an unnecessary irritation. Not only that but these preliminary mandates, where rudimentary functions like walking or jumping are explained to you as if you’ve literally just emerged from the womb are so dumbed down and cumbersome that it’s difficult to really assimilate yourself into the experience effectively. A lot of tutorials work under the assumption that the person playing the game has never seen a controller let alone played one! being a familiar logistic. By design tutorials have to teach by example to allow players to familiarise themselves with the controls. But when almost every button is exactly the same as every other game of its ilk, are they really a necessary inclusion? Yes, yes they are.

This customary triviality is a softening comfort for me, especially as I seem to regularly forget the controls. It only takes a couple of days neglect to completely lose track of what button does what, until you’re caught off guard by some hysterical militia and instead of dispatching them with swift, assured justice you run behind a wall or crate trying desperately to remember which button throws grenades, instead dropping one and exploding into a dramatic “You’re Dead!” screen. There are games like “Horizon Zero Dawn” that I’m scared to go back too because of the extended absence has withered away any comprehension of the plot and most of the skills I procured would just confuse me. But I don’t want to restart the whole sordid story again knowing that I’m somewhat close to the end. What we really need is mid game tutorials.

Refresher causes designed to fine tune existing skills, or simply remind you of the one’s you forgot you had. Now I realise how irritating that would be for the more consummate gamers out there, those that can dedicate half of their day rigorously attuned the finer points of an attribute, but some of us aren’t so fortunate to engage with a specific game with such fortitude. So an interim, totally optional tutorial to help guide us poor unfortunate casuals can’t be a difficult solution to implement?

You don’t realise just how privileged you are to play computer games on a regular basis until regular becomes semi regular and then finally scarce. Before long your going days perhaps even weeks between sessions. So as irritating as it is to endure countless tutorials that pander to the most basic of simulated directions, spare a thought for us older casuals who can barely remember what they had for dinner last night.

 
 
 

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