0:00:00.089,0:00:02.610 I have a confession to make. 0:00:02.610,0:00:09.820 I’ve tried, many times, to play games like[br]Total War, Crusader Kings, and Endless Space. 0:00:09.820,0:00:14.820 I've bought them, downloaded them, made time[br]in my calendar for them. 0:00:14.820,0:00:17.250 And yet - the same thing always happens. 0:00:17.250,0:00:22.070 I get about 20 minutes into the tutorial,[br]and I start to zone out. 0:00:22.070,0:00:24.609 My eyes glaze over, and my mind drifts. 0:00:24.609,0:00:28.630 I start to think about all the things I could[br]be doing that are more fun than this. 0:00:28.630,0:00:31.810 Like filing my taxes or watching paint dry. 0:00:31.810,0:00:36.710 And this is a shame - because for the most[br]part, video game tutorials are actually pretty 0:00:36.710,0:00:37.790 good these days. 0:00:37.790,0:00:40.180 They’re interwoven into the world and narrative. 0:00:40.180,0:00:42.570 They’re well paced so as not to get boring. 0:00:42.570,0:00:46.050 And they’re cleverly designed to be subtle[br]and unobtrusive. 0:00:46.050,0:00:48.379 Even invisible at times.[br]*Impact* 0:00:48.379,0:00:53.899 But for certain genres like RTS, grand strategy,[br]and city builders - let’s just call them 0:00:53.899,0:00:55.920 “complex games” for this video. 0:00:55.920,0:01:01.469 For these complex games, the learning experience[br]can be pretty miserable - and at their worst, 0:01:01.469,0:01:06.630 these tutorials can stop people from ever[br]getting to the actual fun part of the game. 0:01:06.630,0:01:10.899 So I wanted to find out if there were ways[br]to improve this experience. 0:01:10.899,0:01:15.229 What techniques can we take from other genres[br]- in order to make complex games easier to 0:01:15.229,0:01:17.509 teach and easier to learn? 0:01:17.509,0:01:18.509 Well. 0:01:18.509,0:01:25.099 I'm Mark Brown, and this is Game Maker's Toolkit. 0:01:25.099,0:01:30.299 When we look at less complex games, I think[br]the biggest evolution has been a realisation 0:01:30.299,0:01:35.310 that the tutorial doesn’t have to be something[br]you do all in one go, before you get to play 0:01:35.310,0:01:36.430 the game properly. 0:01:36.430,0:01:42.240 Instead, it can be split up and sprinkled[br]throughout the entire experience. 0:01:42.240,0:01:45.369 And this approach has many advantages. 0:01:45.369,0:01:51.100 The big one is that, according to Plants vs[br]Zombies designer George Fan - a player's willingness 0:01:51.100,0:01:55.119 to learn grows along with their level of investment. 0:01:55.119,0:01:59.979 So when games dump a load of tutorials on[br]you at the start - that often exceeds your 0:01:59.979,0:02:01.439 willingness to learn. 0:02:01.439,0:02:05.810 By delaying these lessons, the game can wait[br]until you're more invested. 0:02:05.810,0:02:10.209 Another advantage is that you get to play[br]the “real game” almost immediately, instead 0:02:10.209,0:02:13.880 of having to sit through something that can[br]feel boring and academic. 0:02:13.880,0:02:18.400 And in fact, if each step of the tutorial[br]is small enough - you can sometimes teach 0:02:18.400,0:02:21.280 players without having a tutorial at all. 0:02:21.280,0:02:26.549 In Portal, for example, all of the early puzzle[br]chambers are actually inferring a small piece 0:02:26.549,0:02:29.540 of information about how the game works. 0:02:29.540,0:02:33.799 But as far as the player is concerned, they're[br]just playing the game. 0:02:33.799,0:02:38.510 And the third benefit is that by delaying[br]these tutorials, they can deliver messages 0:02:38.510,0:02:40.390 when it's actually relevant. 0:02:40.390,0:02:45.610 The game can pop up the crafting tutorial[br]when you first find a crafting table - instead 0:02:45.610,0:02:49.599 of telling you this at the start and hoping[br]you’ll have remembered by the time you finally 0:02:49.599,0:02:51.140 get to make something. 0:02:51.140,0:02:56.159 Now, complex games are typically still stuck[br]in the old format. 0:02:56.159,0:03:00.329 And that means players have to learn before[br]they're invested, they don't get to actually 0:03:00.329,0:03:04.590 play for hours, and they'll learn things that[br]might not be relevant for ages. 0:03:04.590,0:03:07.689 And, look - I can understand why this happens. 0:03:07.689,0:03:12.329 The reason it's possible to delay tutorials[br]in less complex games is that designers can 0:03:12.329,0:03:16.360 slowly introduce game mechanics throughout[br]the course of the adventure. 0:03:16.360,0:03:20.260 They can start you with a simple character[br]with very few abilities - and then slowly 0:03:20.260,0:03:25.680 increase complexity as you find new upgrades,[br]unlock new skills, recruit new party members, 0:03:25.680,0:03:26.870 and so on. 0:03:26.870,0:03:30.889 But complex games typically need to begin[br]with everything turned on. 0:03:30.889,0:03:35.749 As every system talks to each other - everything[br]needs to be online from the very beginning. 0:03:35.749,0:03:36.969 Right? 0:03:36.969,0:03:41.360 Bruce Shelley, who worked with Sid Meier on[br]the earliest Civilization games, coined the 0:03:41.360,0:03:44.780 phrase “inverted pyramid of decision making”. 0:03:44.780,0:03:49.170 The idea is that when you start Civilization,[br]you basically have one decision to make on 0:03:49.170,0:03:52.250 your first turn: where should you settle your[br]city? 0:03:52.250,0:03:55.700 And one decision on your next turn: what should[br]you build there? 0:03:55.700,0:03:58.090 But now you have two decisions to make. 0:03:58.090,0:04:01.489 What should you do with your new unit, and[br]what should your city build now? 0:04:01.489,0:04:05.810 Soon after, those decisions start to balloon[br]- and by the end of the game you're making 0:04:05.810,0:04:11.140 dozens of decisions per turn as you juggle[br]hundreds of units, cities, enemies, allies, 0:04:11.140,0:04:12.349 and resources. 0:04:12.349,0:04:16.989 The point being: over the course of a game[br]of Civilization, the complexity has organically 0:04:16.989,0:04:22.550 grown from a single settler in a foggy map[br]- to a massive empire of competing nations. 0:04:22.550,0:04:28.520 And so by virtue of its slow increase in complexity,[br]Civ is well placed to teach you its systems, 0:04:28.520,0:04:30.460 bit by bit, as you discover them. 0:04:30.460,0:04:35.030 An example of this in practice is the outstanding[br]city builder Frostpunk. 0:04:35.030,0:04:39.150 In this game you begin with one job: gathering[br]resources by hand. 0:04:39.150,0:04:42.169 And so the game gives you a quick tutorial[br]about that. 0:04:42.169,0:04:46.270 Then you turn on the generator… and the[br]game gives you a tutorial about that. 0:04:46.270,0:04:51.770 This carries on for the entire campaign, with[br]small tutorials for every major mechanic - but 0:04:51.770,0:04:55.830 all the way you're actually playing the game[br]for yourself. 0:04:55.830,0:04:58.740 Another avenue for this is the user interface. 0:04:58.740,0:05:04.030 From my own experience, at least, a complex[br]UI can be one of the most overwhelming things 0:05:04.030,0:05:05.030 to a new player. 0:05:05.030,0:05:11.139 But how many of these buttons, bars, windows,[br]and panels need to be there on the first turn? 0:05:11.139,0:05:12.830 So take a look at Mini Metro. 0:05:12.830,0:05:17.620 At the beginning, there's almost no interface[br]at all, meaning all you need to worry about 0:05:17.620,0:05:19.650 is connecting up train stations. 0:05:19.650,0:05:23.919 It's only when you start playing that more[br]information slowly appears - like the train 0:05:23.919,0:05:27.250 line menu, the clock, and the passenger counter. 0:05:27.250,0:05:30.599 Another example can be found in Animal Crossing:[br]New Horizons. 0:05:30.599,0:05:35.889 The tool wheel is a helpful, time-saving pinch[br]of UI design - but it could be difficult to 0:05:35.889,0:05:40.660 introduce players to two different types of[br]inventory, at the start of the game. 0:05:40.660,0:05:46.050 So, instead, you have to save up and buy the[br]tool wheel from the shop - meaning the player 0:05:46.050,0:05:50.190 gets to set the pace in terms of how complex[br]the game's UI is. 0:05:50.190,0:05:55.819 This does happen in some complex games - the[br]UI in Total War: Troy expands as you play, 0:05:55.819,0:06:01.389 for example - but I'd love to see designers[br]get even more aggressive with this technique. 0:06:01.389,0:06:06.500 So this is all about how a single campaign[br]can become more involved over time, allowing 0:06:06.500,0:06:10.350 the developers to withhold teaching until[br]it’s actually relevant. 0:06:10.350,0:06:13.520 But perhaps there's another way of thinking[br]about this. 0:06:13.520,0:06:18.639 If you want to get started with fighting games[br]- definitely a complex genre, but that's outside 0:06:18.639,0:06:19.700 the scope of this video. 0:06:19.700,0:06:23.669 Uh, if you want to try your hand at fighting[br]games, you don’t need to know about trip 0:06:23.669,0:06:29.380 guards, frame data, happy birthdays, turtling,[br]bivouacing, or pretzel motion in your first 0:06:29.380,0:06:30.380 fight. 0:06:30.380,0:06:31.759 And I only made up one of those. 0:06:31.759,0:06:35.789 All you need to know to get cracking is how[br]to do more than button mash. 0:06:35.789,0:06:40.800 So the designers of Mortal Kombat 11 considered[br]this when making the game's tutorial. 0:06:40.800,0:06:46.000 They broke the player base down into segments[br]- like couch players, dabblers, connoisseurs, 0:06:46.000,0:06:47.729 and online PvPers. 0:06:47.729,0:06:52.030 Then they figured out what people actually[br]need to know, depending on what level of player 0:06:52.030,0:06:58.439 they are - and put those lessons into three[br]tutorial brackets: basics, advanced, and strategy. 0:06:58.439,0:07:03.720 The important part is that these three brackets[br]aren't designed to be played all in one go. 0:07:03.720,0:07:08.740 Instead, the tutorial is specifically designed[br]to kick you out of the tutorial menu at the 0:07:08.740,0:07:12.850 end of each segment - with the intention that[br]you will now go and play the game, use what 0:07:12.850,0:07:15.120 you learned, and enjoy yourself. 0:07:15.120,0:07:19.190 You can always come back and learn more when[br]you feel ready to go to the next level - and 0:07:19.190,0:07:21.800 take your game from button mashing to bivouacing. 0:07:21.800,0:07:23.411 Oh wait that's the one I made up. 0:07:23.411,0:07:25.000 Anyway. [br]Here's my point. 0:07:25.000,0:07:30.538 Most complex games aren't meant to be played[br]though just once, like a story-driven adventure game. 0:07:30.538,0:07:34.860 They're designed to be played over and over[br]again - like a fighting game. 0:07:34.860,0:07:39.460 And so perhaps we can take this format, but[br]instead of thinking about peppering tutorials 0:07:39.460,0:07:45.110 across a single campaign - we can zoom out[br]and put tutorials in between entire playthroughs 0:07:45.110,0:07:46.110 of the campaign. 0:07:46.110,0:07:49.250 And I've got a story that could show how this[br]might work. 0:07:49.250,0:07:54.879 My first game in the Civilization series was[br]Civilization V - which was well received, 0:07:54.879,0:08:00.449 but some hardcore fans criticised it for simplifying[br]or outright removing features that had been 0:08:00.449,0:08:02.509 seen in earlier entries. 0:08:02.509,0:08:05.050 Stuff like espionage and religion. 0:08:05.050,0:08:10.219 But it was great for me because it was so[br]much easier to learn a game with fewer systems. 0:08:10.219,0:08:15.039 I was able to get into the fun relatively[br]quickly, and actually play through a few campaigns. 0:08:15.039,0:08:20.060 Later down the line, Firaxis would eventually[br]reintroduce those forgotten features - and 0:08:20.060,0:08:24.080 more - in expansion packs like Gods & Kings[br]and Brave New World. 0:08:24.080,0:08:28.419 And I found those pretty easy to learn as[br]well because I already knew the basics from 0:08:28.419,0:08:31.700 Civ V: I just needed to figure out the new[br]stuff. 0:08:31.700,0:08:36.470 And so these expansion packs essentially created[br]that gradual increase of complexity I've been 0:08:36.470,0:08:40.810 talking about - just with entire campaigns[br]in between the tutorials. 0:08:40.810,0:08:46.730 And so the same could be done for other games[br]- just, not necessarily through selling expansion packs. 0:08:46.730,0:08:51.530 What I mean is: instead of an easy mode just[br]being the same game but with dumb AI - it 0:08:51.530,0:08:55.400 could be a stripped back version of the game[br]with fewer systems to know about. 0:08:55.400,0:08:59.350 Then the player can play again, with more[br]systems turned on. 0:08:59.350,0:09:03.070 And keep going until they get to the full[br]fat version of the game. 0:09:03.070,0:09:07.220 I'm not saying it would be easy to do - and[br]the game would have to be designed this way 0:09:07.220,0:09:08.560 from the very beginning. 0:09:08.560,0:09:16.060 But, if done well, it could be very effective[br]at teaching players as their investment rises. 0:09:16.060,0:09:17.190 But okay. 0:09:17.190,0:09:21.790 Maybe it doesn't make sense for a certain[br]game to sprinkle the tutorial out across multiple 0:09:21.790,0:09:24.200 turns or multiple campaigns. 0:09:24.200,0:09:27.890 Perhaps the design just doesn't accommodate[br]that and it actually does need to frontload 0:09:27.890,0:09:30.500 the experience with a big load of learning. 0:09:30.500,0:09:31.710 Fair enough. 0:09:31.710,0:09:36.420 So - is there some way that we can make this[br]more interesting, more fun, and more effective 0:09:36.420,0:09:41.080 at teaching people the basics? 0:09:41.080,0:09:44.920 Something we see in almost every action game[br]tutorial is a bit where the game asks you 0:09:44.920,0:09:47.040 to perform the action you're being taught. 0:09:47.040,0:09:50.290 Like, you can't move on until you punch six[br]people. 0:09:50.290,0:09:55.320 It's a simple but effective way of teaching[br]because you're asking the player to get hands-on 0:09:55.320,0:09:56.890 and try for themselves. 0:09:56.890,0:10:01.200 We call this kinaesthetic learning - which[br]is where deep learning occurs via the process 0:10:01.200,0:10:03.400 of physically doing a task. 0:10:03.400,0:10:06.960 Now - complex games do try and do this. 0:10:06.960,0:10:10.730 You've probably played games where it walks[br]you through a sample campaign by pointing 0:10:10.730,0:10:17.290 arrows at bits of the UI and asking you to[br]click here, click there, select this, drag that. 0:10:17.290,0:10:19.860 And, well… you're involved! [br]You're doing stuff! 0:10:19.860,0:10:20.990 Aren't you clever? 0:10:20.990,0:10:23.560 But are they actually that effective? 0:10:23.560,0:10:24.690 I'm not so sure. 0:10:24.690,0:10:29.460 Asher Vollmer, who made the elegant mobile[br]puzzler Threes, says of these arrows - "As 0:10:29.460,0:10:32.370 far as the game is concerned; I have advanced. 0:10:32.370,0:10:35.930 But as far as my brain is concerned; I've[br]learned nothing". 0:10:35.930,0:10:40.090 Part of the problem is that blindly following[br]instructions just isn’t a very effective 0:10:40.090,0:10:41.190 way to learn. 0:10:41.190,0:10:46.930 So, in Asher’s game, he instead turns the[br]tutorial into a series of very small and simple 0:10:46.930,0:10:49.040 puzzles for the player to figure out. 0:10:49.040,0:10:53.490 Take, for example, this bit, which is about[br]telling you how to use the outside walls to 0:10:53.490,0:10:55.210 rearrange tiles. 0:10:55.210,0:10:58.040 He could ask players to “swipe to the left[br]twice”. 0:10:58.040,0:10:59.710 And now "swipe up twice". 0:10:59.710,0:11:06.090 But he doesn't: he says "Rearrange numbers[br]by pushing 'em into walls" and then "use the walls 0:11:06.090,0:11:08.120 to add 1 & 2 together". 0:11:08.120,0:11:13.000 It's a very simple task, but it's enough for[br]players to actually engage their brain and 0:11:13.000,0:11:16.720 start to do the sort of thinking that will[br]be used in the proper game. 0:11:16.720,0:11:20.720 Luckily, some complex games do a really good[br]job of this. 0:11:20.720,0:11:26.280 If we look at the first tutorial in Frontier's[br]Planet Zoo, the game starts by walking you 0:11:26.280,0:11:29.410 through the process of improving an animal’s[br]welfare. 0:11:29.410,0:11:31.210 NANCY: "Aww, poor dabs! 0:11:31.210,0:11:35.780 I'm sure it can't have escaped your attention[br]that the tigers look a bit miffed. 0:11:35.780,0:11:39.580 That's because they aren't too keen on the[br]type of terrain in their habitat". 0:11:39.580,0:11:43.070 It’s pretty hand hold-y and straightforward. 0:11:43.070,0:11:47.960 But then it asks you to improve the overall[br]welfare of all the animals in the park. 0:11:47.960,0:11:51.840 NANCY: "All of that should give you a pretty[br]good understanding of how to make animals 0:11:51.840,0:11:56.440 happy, so I'd like you to go check on all[br]the other animals in the zoo and fix up any 0:11:56.440,0:11:58.170 issues with their habitats." 0:11:58.170,0:12:00.280 And it just lets you get on with it. 0:12:00.280,0:12:05.000 At this point you're given hardly any guidance,[br]so you have to put into practice what you 0:12:05.000,0:12:09.460 just learned - and do some critical thinking[br]to fill in the gaps in your knowledge. 0:12:09.460,0:12:10.520 NANCY: "Right! 0:12:10.520,0:12:14.810 I'm off for a cuppa while you make sure all[br]the animals are well looked after!" 0:12:14.810,0:12:18.550 I found this really effective, and it happens[br]throughout the tutorial. 0:12:18.550,0:12:23.020 You're put into zoos with specific problems,[br]shown how to fix one of them, and then you're 0:12:23.020,0:12:25.630 asked to solve the rest on your own. 0:12:25.630,0:12:30.690 Offworld Trading Company is another good example[br]- in each step of the tutorial you are given 0:12:30.690,0:12:34.170 a list of objectives and have to solve them[br]for yourself. 0:12:34.170,0:12:38.460 Simply by removing the “click here” arrow[br]and making the player find the right option 0:12:38.460,0:12:41.610 themselves is enough to make them feel engaged. 0:12:41.610,0:12:45.470 And it feels like you're actually playing[br]a game, right from the word go. 0:12:45.470,0:12:49.350 But I won't pretend that this is a perfect[br]solution. 0:12:49.350,0:12:51.750 And that's because of feedback. 0:12:51.750,0:12:56.810 When we learn kinaesthetically, we use feedback[br]to see if we did it right or wrong. 0:12:56.810,0:13:00.610 Now, if you make a mistake in an action game[br]you’ll see that immediately. 0:13:00.610,0:13:05.580 But, in a strategy game, if you don’t balance[br]your economy correctly you might not realise 0:13:05.580,0:13:07.470 for many hours. 0:13:07.470,0:13:12.680 Complex games typically have a very slow feedback[br]cycle, which does make it hard to learn from 0:13:12.680,0:13:14.450 hands-on experience. 0:13:14.450,0:13:19.290 You may need to play an entire campaign to[br]understand how decisions and strategies will 0:13:19.290,0:13:21.240 unfold over the whole game. 0:13:21.240,0:13:25.880 Which is why the easiest games to learn are[br]those with short campaigns that you can repeat 0:13:25.880,0:13:29.110 often - compared to those that last hours[br]and hours. 0:13:29.110,0:13:31.580 But there are some potential solutions to[br]this. 0:13:31.580,0:13:36.170 Perhaps the quick game in Civilization, which[br]dramatically speeds up the campaign, could 0:13:36.170,0:13:38.710 be rebranded as a training tool? 0:13:38.710,0:13:43.220 Another answer is for these tutorials to use[br]advisor characters who can warn you if you're 0:13:43.220,0:13:46.802 doing something dumb that might have a negative[br]effect down the line. 0:13:46.802,0:13:51.307 In Offworld I got told off for selling[br]aluminium for less than $10 a pop, 0:13:51.307,0:13:54.700 and got a lesson in how the stock[br]market works. 0:13:54.700,0:13:59.450 The nice thing is: these two solutions also[br]help with another problem that strategy game 0:13:59.450,0:14:00.910 tutorials face. 0:14:00.910,0:14:05.360 Which is this: it's pretty teach to people[br]how to do things - but it's much harder to 0:14:05.360,0:14:08.290 explain why to do them. 0:14:08.290,0:14:12.320 I can tell you which buttons to press to build[br]something in Civilization, but there's no 0:14:12.320,0:14:16.770 simple way to explain what you should build,[br]or when you should build it, or where you 0:14:16.770,0:14:18.600 should place it after it's built. 0:14:18.600,0:14:23.470 So - like before, speeding up the feedback[br]cycle allows players to see the consequences 0:14:23.470,0:14:26.000 of those choices for themselves. 0:14:26.000,0:14:29.210 And advisor characters can offer recommendations[br]and warnings. 0:14:29.210,0:14:32.810 ECONOMIC ADVISOR: "I think we have enough[br]workers for the moment. 0:14:32.810,0:14:37.960 You may want to construct something else in your[br]city". 0:14:37.960,0:14:41.250 There's one more thing that games do, that[br]make them easier to learn. 0:14:41.250,0:14:45.230 And that's leveraging things that people are[br]already familiar with. 0:14:45.230,0:14:48.070 You know: spikes hurt, ice is slippery. 0:14:48.070,0:14:50.758 Coins let you buy things, keys open locks. 0:14:50.758,0:14:53.500 Skulls mean danger, and so on. 0:14:53.500,0:14:57.890 Plants vs Zombies doesn't need to tell you[br]that a zombie with a metal bucket on its head 0:14:57.890,0:15:00.520 is more resilient than one with a plastic[br]cone. 0:15:00.520,0:15:03.260 We know how these materials work in real life. 0:15:03.260,0:15:08.750 By leaning on stuff that players already know,[br]games can feel intuitive to play - and it 0:15:08.750,0:15:12.400 often means they don't require a tutorial[br]at all. 0:15:12.400,0:15:18.220 Now over in the world of complex games - one[br]way to do this is to use a theme that is grounded 0:15:18.220,0:15:19.500 or historical. 0:15:19.500,0:15:23.630 Civilisation is definitely a franchise that[br]uses this to its advantage. 0:15:23.630,0:15:28.413 People can bring their own knowledge of history[br]to make assumptions about how things will work. 0:15:28.413,0:15:30.280 Most of the time. 0:15:30.280,0:15:35.150 But perhaps the best place for complex games[br]to look for real world inspiration is in the 0:15:35.150,0:15:38.090 user interfaces we encounter every day. 0:15:38.090,0:15:44.230 Just like how Reigns copies the swipe left,[br]swipe right interaction from dating apps like Tinder. 0:15:44.230,0:15:48.680 And how Disco Elysium's dialogue boxes are[br]inspired by a Twitter feed. 0:15:48.680,0:15:53.030 So let's see all this in action and go back[br]to that bit in Planet Zoo where I was left 0:15:53.030,0:15:55.790 to improve the animals' welfare on my own. 0:15:55.790,0:15:57.220 How did I know what to do? 0:15:57.220,0:16:02.550 Well, I know that I can sort this list by[br]welfare by clicking up here... because thats 0:16:02.550,0:16:05.150 how a list works on most websites. 0:16:05.150,0:16:10.790 And I know I can click this to find the animal[br]because the same icon is used on Google Maps. 0:16:10.790,0:16:16.790 I can easily see where the problem lies, because[br]red indicates bad and green indicates good. 0:16:16.790,0:16:21.850 I know how to filter the items because the[br]funnel icon is used on apps like Google Sheets 0:16:21.850,0:16:27.340 - though I could probably make some assumptions[br]for what an animal wants just by my knowledge 0:16:27.340,0:16:29.880 of real-world critters. 0:16:29.880,0:16:33.690 On the flip side, here's an example of this[br]going very wrong. 0:16:33.690,0:16:39.880 In playtests for Total War: Troy, some players[br]really struggled to find the end turn button. 0:16:39.880,0:16:44.240 One player spent 40 minutes on the first turn,[br]unsure how to move on. 0:16:44.240,0:16:45.240 The culprit? 0:16:45.240,0:16:50.090 This button, which uses an hourglass to indicate[br]"end turn". 0:16:50.090,0:16:53.970 Now, people who have been playing strategy[br]games for years might associate an hourglass 0:16:53.970,0:16:58.260 with ending a turn - but I think most people[br]have a stronger association with something 0:16:58.260,0:17:02.370 loading, including the cursor in old versions[br]of Windows. 0:17:02.370,0:17:06.699 By the way, these loading animations are called[br]"Throbbers" and I'm really sorry to be the 0:17:06.699,0:17:08.360 one to have to tell you this. 0:17:08.360,0:17:11.539 Anyway - the devs swapped it for an arrow[br]before launch. 0:17:11.539,0:17:14.009 And I think we can take two lessons from this. 0:17:14.009,0:17:17.929 One: don't assume your audience has played[br]other games. 0:17:17.929,0:17:21.089 And two: play test your tutorials. 0:17:21.089,0:17:23.990 Like, a lot. 0:17:23.990,0:17:28.919 So there are a few more techniques I want[br]to touch on before I wrap up. 0:17:28.919,0:17:34.269 We all know the idiom "show, don't tell" - and[br]it applies to tutorial design too. 0:17:34.269,0:17:38.590 Massive walls of text can be hard to get through[br]- and an image or video can sometimes tell 0:17:38.590,0:17:41.420 you the same information in half the time. 0:17:41.420,0:17:45.240 Take these preview windows for weapons in[br]Into the Breach. 0:17:45.240,0:17:49.539 Designer Justin Ma said “You could type[br]out a hundred times, ‘Damages a tile and 0:17:49.539,0:17:54.309 pushes adjacent tiles,’ but showing that[br]little animation of them moving is a thousand 0:17:54.309,0:17:55.580 times more effective". 0:17:55.580,0:18:00.679 Now, sure - text is almost always necessary[br]in the tutorial for a complex game. 0:18:00.679,0:18:06.070 But designers should try to cut down words,[br]be consistent with language, avoid jargon, 0:18:06.070,0:18:10.260 and… maybe this is just a personal preference…[br]but I don’t really like this thing where 0:18:10.260,0:18:15.409 some pointless flavour text is spoken by a[br]voice actor but the actual important stuff 0:18:15.409,0:18:16.460 is left unsaid. 0:18:16.460,0:18:20.580 HOMER: "March north-west, towards the land[br]of Corinth. 0:18:20.580,0:18:25.120 For even now, the Corinthians plot your demise". 0:18:25.120,0:18:28.899 Another good technique is to provide ways[br]for players to find information when they 0:18:28.899,0:18:29.940 get stuck. 0:18:29.940,0:18:33.559 Things like tool tips - and tool tips within[br]tool tips. 0:18:33.559,0:18:39.610 An encyclopaedia of terms and the ability[br]to rewind or replay specific bits of the tutorial. 0:18:39.610,0:18:44.250 Ultimately, if someone gets stuck you don't[br]want their only solution to be Google. 0:18:44.250,0:18:49.410 Plus, this should give you more confidence[br]to let players figure stuff out on their own, 0:18:49.410,0:18:51.980 as the information will be there if they need[br]it. 0:18:51.980,0:18:55.910 And finally, it's good to remember that people[br]learn in different ways. 0:18:55.910,0:19:01.470 I won't deny that some of the ideas in this[br]video are biased by the fact that I am personally 0:19:01.470,0:19:03.990 a very kinaesthetic and visual learner. 0:19:03.990,0:19:06.909 And I have the attention span of a six year[br]old child. 0:19:06.909,0:19:09.750 So providing multiple avenues can be good. 0:19:09.750,0:19:14.429 Offworld, for example, has two ways to learn[br]- scripted tutorials that walk you through 0:19:14.429,0:19:18.269 each step, and practice challenges where you[br]can learn through trial-and-error. 0:19:18.269,0:19:24.480 Meanwhile, Total War is always good at providing[br]different tutorials for complete newbies and 0:19:24.480,0:19:29.299 returning players who just want to figure[br]out the new stuff. 0:19:29.299,0:19:35.259 Just like with the user interface in the last[br]episode of GMTK, the tutorial can be one of 0:19:35.259,0:19:39.450 those things that's undervalued, and left[br]until the last moment. 0:19:39.450,0:19:46.549 But, again: it shouldn't ignored because a[br]tutorial can be so important to a game's success. 0:19:46.549,0:19:51.809 For this video I spoke to developers at places[br]like Paradox and Creative Assembly and everyone 0:19:51.809,0:19:56.950 told me the same thing: teaching new people[br]how to play is the only way for a franchise 0:19:56.950,0:20:01.169 to grow its fanbase - and avoid withering[br]into irrelevance. 0:20:01.169,0:20:06.490 In this video, I've identified some techniques[br]that I think could make tutorials better: 0:20:06.490,0:20:13.240 Finding ways to break the tutorial up - either[br]across a campaign, or across multiple campaigns. 0:20:13.240,0:20:17.999 Finding ways to have the player get their[br]hands on the system and learn by doing, rather 0:20:17.999,0:20:19.240 than reading. 0:20:19.240,0:20:23.800 And finding ways to be intuitive, familiar,[br]and welcoming. 0:20:23.800,0:20:29.220 Thankfully, strides are being made in this[br]area, with more thoughtful tutorials and more 0:20:29.220,0:20:30.940 intuitive interfaces. 0:20:30.940,0:20:33.580 But there's still a lot of work to be done. 0:20:33.580,0:20:38.320 Until I can get through the Crusader Kings[br]tutorial without falling asleep, we're not 0:20:38.320,0:20:39.320 quite there. 0:20:39.320,0:20:40.590 Thanks for watching. 0:20:40.590,0:20:44.220 If you like what you just saw and want to[br]show your appreciation, please check out this 0:20:44.220,0:20:46.029 quick YouTube ad break. 0:20:46.029,0:20:47.769 Stick around afterwards for an indie game[br]recommendation. 0:20:51.480,0:20:58.320 My recommendation this time is Narita Boy[br]- a trippy, retro-tinged brawler with a killer 0:20:58.320,0:21:00.340 pixel art aesthetic. 0:21:00.340,0:21:06.470 It's a minor Metroidvania with a bigger focus[br]on fight scenes: which reminds me of Guacamelee. 0:21:06.470,0:21:11.759 And the strange, esoteric plot makes me think[br]of Sword & Sworcery. 0:21:11.759,0:21:16.029 The game's not without its problems - including[br]a floaty jump and simplistic level design 0:21:16.029,0:21:20.870 - but I just found the whole thing enchanting[br]and utterly engrossing. 0:21:20.870,0:21:25.840 Nartia Boy's on everything - including Xbox[br]Game Pass.