1 00:00:00,089 --> 00:00:02,610 I have a confession to make. 2 00:00:02,610 --> 00:00:09,820 I’ve tried, many times, to play games like Total War, Crusader Kings, and Endless Space. 3 00:00:09,820 --> 00:00:14,820 I've bought them, downloaded them, made time in my calendar for them. 4 00:00:14,820 --> 00:00:17,250 And yet - the same thing always happens. 5 00:00:17,250 --> 00:00:22,070 I get about 20 minutes into the tutorial, and I start to zone out. 6 00:00:22,070 --> 00:00:24,609 My eyes glaze over, and my mind drifts. 7 00:00:24,609 --> 00:00:28,630 I start to think about all the things I could be doing that are more fun than this. 8 00:00:28,630 --> 00:00:31,810 Like filing my taxes or watching paint dry. 9 00:00:31,810 --> 00:00:36,710 And this is a shame - because for the most part, video game tutorials are actually pretty 10 00:00:36,710 --> 00:00:37,790 good these days. 11 00:00:37,790 --> 00:00:40,180 They’re interwoven into the world and narrative. 12 00:00:40,180 --> 00:00:42,570 They’re well paced so as not to get boring. 13 00:00:42,570 --> 00:00:46,050 And they’re cleverly designed to be subtle and unobtrusive. 14 00:00:46,050 --> 00:00:48,379 Even invisible at times. *Impact* 15 00:00:48,379 --> 00:00:53,899 But for certain genres like RTS, grand strategy, and city builders - let’s just call them 16 00:00:53,899 --> 00:00:55,920 “complex games” for this video. 17 00:00:55,920 --> 00:01:01,469 For these complex games, the learning experience can be pretty miserable - and at their worst, 18 00:01:01,469 --> 00:01:06,630 these tutorials can stop people from ever getting to the actual fun part of the game. 19 00:01:06,630 --> 00:01:10,899 So I wanted to find out if there were ways to improve this experience. 20 00:01:10,899 --> 00:01:15,229 What techniques can we take from other genres - in order to make complex games easier to 21 00:01:15,229 --> 00:01:17,509 teach and easier to learn? 22 00:01:17,509 --> 00:01:18,509 Well. 23 00:01:18,509 --> 00:01:25,099 I'm Mark Brown, and this is Game Maker's Toolkit. 24 00:01:25,099 --> 00:01:30,299 When we look at less complex games, I think the biggest evolution has been a realisation 25 00:01:30,299 --> 00:01:35,310 that the tutorial doesn’t have to be something you do all in one go, before you get to play 26 00:01:35,310 --> 00:01:36,430 the game properly. 27 00:01:36,430 --> 00:01:42,240 Instead, it can be split up and sprinkled throughout the entire experience. 28 00:01:42,240 --> 00:01:45,369 And this approach has many advantages. 29 00:01:45,369 --> 00:01:51,100 The big one is that, according to Plants vs Zombies designer George Fan - a player's willingness 30 00:01:51,100 --> 00:01:55,119 to learn grows along with their level of investment. 31 00:01:55,119 --> 00:01:59,979 So when games dump a load of tutorials on you at the start - that often exceeds your 32 00:01:59,979 --> 00:02:01,439 willingness to learn. 33 00:02:01,439 --> 00:02:05,810 By delaying these lessons, the game can wait until you're more invested. 34 00:02:05,810 --> 00:02:10,209 Another advantage is that you get to play the “real game” almost immediately, instead 35 00:02:10,209 --> 00:02:13,880 of having to sit through something that can feel boring and academic. 36 00:02:13,880 --> 00:02:18,400 And in fact, if each step of the tutorial is small enough - you can sometimes teach 37 00:02:18,400 --> 00:02:21,280 players without having a tutorial at all. 38 00:02:21,280 --> 00:02:26,549 In Portal, for example, all of the early puzzle chambers are actually inferring a small piece 39 00:02:26,549 --> 00:02:29,540 of information about how the game works. 40 00:02:29,540 --> 00:02:33,799 But as far as the player is concerned, they're just playing the game. 41 00:02:33,799 --> 00:02:38,510 And the third benefit is that by delaying these tutorials, they can deliver messages 42 00:02:38,510 --> 00:02:40,390 when it's actually relevant. 43 00:02:40,390 --> 00:02:45,610 The game can pop up the crafting tutorial when you first find a crafting table - instead 44 00:02:45,610 --> 00:02:49,599 of telling you this at the start and hoping you’ll have remembered by the time you finally 45 00:02:49,599 --> 00:02:51,140 get to make something. 46 00:02:51,140 --> 00:02:56,159 Now, complex games are typically still stuck in the old format. 47 00:02:56,159 --> 00:03:00,329 And that means players have to learn before they're invested, they don't get to actually 48 00:03:00,329 --> 00:03:04,590 play for hours, and they'll learn things that might not be relevant for ages. 49 00:03:04,590 --> 00:03:07,689 And, look - I can understand why this happens. 50 00:03:07,689 --> 00:03:12,329 The reason it's possible to delay tutorials in less complex games is that designers can 51 00:03:12,329 --> 00:03:16,360 slowly introduce game mechanics throughout the course of the adventure. 52 00:03:16,360 --> 00:03:20,260 They can start you with a simple character with very few abilities - and then slowly 53 00:03:20,260 --> 00:03:25,680 increase complexity as you find new upgrades, unlock new skills, recruit new party members, 54 00:03:25,680 --> 00:03:26,870 and so on. 55 00:03:26,870 --> 00:03:30,889 But complex games typically need to begin with everything turned on. 56 00:03:30,889 --> 00:03:35,749 As every system talks to each other - everything needs to be online from the very beginning. 57 00:03:35,749 --> 00:03:36,969 Right? 58 00:03:36,969 --> 00:03:41,360 Bruce Shelley, who worked with Sid Meier on the earliest Civilization games, coined the 59 00:03:41,360 --> 00:03:44,780 phrase “inverted pyramid of decision making”. 60 00:03:44,780 --> 00:03:49,170 The idea is that when you start Civilization, you basically have one decision to make on 61 00:03:49,170 --> 00:03:52,250 your first turn: where should you settle your city? 62 00:03:52,250 --> 00:03:55,700 And one decision on your next turn: what should you build there? 63 00:03:55,700 --> 00:03:58,090 But now you have two decisions to make. 64 00:03:58,090 --> 00:04:01,489 What should you do with your new unit, and what should your city build now? 65 00:04:01,489 --> 00:04:05,810 Soon after, those decisions start to balloon - and by the end of the game you're making 66 00:04:05,810 --> 00:04:11,140 dozens of decisions per turn as you juggle hundreds of units, cities, enemies, allies, 67 00:04:11,140 --> 00:04:12,349 and resources. 68 00:04:12,349 --> 00:04:16,989 The point being: over the course of a game of Civilization, the complexity has organically 69 00:04:16,989 --> 00:04:22,550 grown from a single settler in a foggy map - to a massive empire of competing nations. 70 00:04:22,550 --> 00:04:28,520 And so by virtue of its slow increase in complexity, Civ is well placed to teach you its systems, 71 00:04:28,520 --> 00:04:30,460 bit by bit, as you discover them. 72 00:04:30,460 --> 00:04:35,030 An example of this in practice is the outstanding city builder Frostpunk. 73 00:04:35,030 --> 00:04:39,150 In this game you begin with one job: gathering resources by hand. 74 00:04:39,150 --> 00:04:42,169 And so the game gives you a quick tutorial about that. 75 00:04:42,169 --> 00:04:46,270 Then you turn on the generator… and the game gives you a tutorial about that. 76 00:04:46,270 --> 00:04:51,770 This carries on for the entire campaign, with small tutorials for every major mechanic - but 77 00:04:51,770 --> 00:04:55,830 all the way you're actually playing the game for yourself. 78 00:04:55,830 --> 00:04:58,740 Another avenue for this is the user interface. 79 00:04:58,740 --> 00:05:04,030 From my own experience, at least, a complex UI can be one of the most overwhelming things 80 00:05:04,030 --> 00:05:05,030 to a new player. 81 00:05:05,030 --> 00:05:11,139 But how many of these buttons, bars, windows, and panels need to be there on the first turn? 82 00:05:11,139 --> 00:05:12,830 So take a look at Mini Metro. 83 00:05:12,830 --> 00:05:17,620 At the beginning, there's almost no interface at all, meaning all you need to worry about 84 00:05:17,620 --> 00:05:19,650 is connecting up train stations. 85 00:05:19,650 --> 00:05:23,919 It's only when you start playing that more information slowly appears - like the train 86 00:05:23,919 --> 00:05:27,250 line menu, the clock, and the passenger counter. 87 00:05:27,250 --> 00:05:30,599 Another example can be found in Animal Crossing: New Horizons. 88 00:05:30,599 --> 00:05:35,889 The tool wheel is a helpful, time-saving pinch of UI design - but it could be difficult to 89 00:05:35,889 --> 00:05:40,660 introduce players to two different types of inventory, at the start of the game. 90 00:05:40,660 --> 00:05:46,050 So, instead, you have to save up and buy the tool wheel from the shop - meaning the player 91 00:05:46,050 --> 00:05:50,190 gets to set the pace in terms of how complex the game's UI is. 92 00:05:50,190 --> 00:05:55,819 This does happen in some complex games - the UI in Total War: Troy expands as you play, 93 00:05:55,819 --> 00:06:01,389 for example - but I'd love to see designers get even more aggressive with this technique. 94 00:06:01,389 --> 00:06:06,500 So this is all about how a single campaign can become more involved over time, allowing 95 00:06:06,500 --> 00:06:10,350 the developers to withhold teaching until it’s actually relevant. 96 00:06:10,350 --> 00:06:13,520 But perhaps there's another way of thinking about this. 97 00:06:13,520 --> 00:06:18,639 If you want to get started with fighting games - definitely a complex genre, but that's outside 98 00:06:18,639 --> 00:06:19,700 the scope of this video. 99 00:06:19,700 --> 00:06:23,669 Uh, if you want to try your hand at fighting games, you don’t need to know about trip 100 00:06:23,669 --> 00:06:29,380 guards, frame data, happy birthdays, turtling, bivouacing, or pretzel motion in your first 101 00:06:29,380 --> 00:06:30,380 fight. 102 00:06:30,380 --> 00:06:31,759 And I only made up one of those. 103 00:06:31,759 --> 00:06:35,789 All you need to know to get cracking is how to do more than button mash. 104 00:06:35,789 --> 00:06:40,800 So the designers of Mortal Kombat 11 considered this when making the game's tutorial. 105 00:06:40,800 --> 00:06:46,000 They broke the player base down into segments - like couch players, dabblers, connoisseurs, 106 00:06:46,000 --> 00:06:47,729 and online PvPers. 107 00:06:47,729 --> 00:06:52,030 Then they figured out what people actually need to know, depending on what level of player 108 00:06:52,030 --> 00:06:58,439 they are - and put those lessons into three tutorial brackets: basics, advanced, and strategy. 109 00:06:58,439 --> 00:07:03,720 The important part is that these three brackets aren't designed to be played all in one go. 110 00:07:03,720 --> 00:07:08,740 Instead, the tutorial is specifically designed to kick you out of the tutorial menu at the 111 00:07:08,740 --> 00:07:12,850 end of each segment - with the intention that you will now go and play the game, use what 112 00:07:12,850 --> 00:07:15,120 you learned, and enjoy yourself. 113 00:07:15,120 --> 00:07:19,190 You can always come back and learn more when you feel ready to go to the next level - and 114 00:07:19,190 --> 00:07:21,800 take your game from button mashing to bivouacing. 115 00:07:21,800 --> 00:07:23,411 Oh wait that's the one I made up. 116 00:07:23,411 --> 00:07:25,000 Anyway. Here's my point. 117 00:07:25,000 --> 00:07:30,538 Most complex games aren't meant to be played though just once, like a story-driven adventure game. 118 00:07:30,538 --> 00:07:34,860 They're designed to be played over and over again - like a fighting game. 119 00:07:34,860 --> 00:07:39,460 And so perhaps we can take this format, but instead of thinking about peppering tutorials 120 00:07:39,460 --> 00:07:45,110 across a single campaign - we can zoom out and put tutorials in between entire playthroughs 121 00:07:45,110 --> 00:07:46,110 of the campaign. 122 00:07:46,110 --> 00:07:49,250 And I've got a story that could show how this might work. 123 00:07:49,250 --> 00:07:54,879 My first game in the Civilization series was Civilization V - which was well received, 124 00:07:54,879 --> 00:08:00,449 but some hardcore fans criticised it for simplifying or outright removing features that had been 125 00:08:00,449 --> 00:08:02,509 seen in earlier entries. 126 00:08:02,509 --> 00:08:05,050 Stuff like espionage and religion. 127 00:08:05,050 --> 00:08:10,219 But it was great for me because it was so much easier to learn a game with fewer systems. 128 00:08:10,219 --> 00:08:15,039 I was able to get into the fun relatively quickly, and actually play through a few campaigns. 129 00:08:15,039 --> 00:08:20,060 Later down the line, Firaxis would eventually reintroduce those forgotten features - and 130 00:08:20,060 --> 00:08:24,080 more - in expansion packs like Gods & Kings and Brave New World. 131 00:08:24,080 --> 00:08:28,419 And I found those pretty easy to learn as well because I already knew the basics from 132 00:08:28,419 --> 00:08:31,700 Civ V: I just needed to figure out the new stuff. 133 00:08:31,700 --> 00:08:36,470 And so these expansion packs essentially created that gradual increase of complexity I've been 134 00:08:36,470 --> 00:08:40,810 talking about - just with entire campaigns in between the tutorials. 135 00:08:40,810 --> 00:08:46,730 And so the same could be done for other games - just, not necessarily through selling expansion packs. 136 00:08:46,730 --> 00:08:51,530 What I mean is: instead of an easy mode just being the same game but with dumb AI - it 137 00:08:51,530 --> 00:08:55,400 could be a stripped back version of the game with fewer systems to know about. 138 00:08:55,400 --> 00:08:59,350 Then the player can play again, with more systems turned on. 139 00:08:59,350 --> 00:09:03,070 And keep going until they get to the full fat version of the game. 140 00:09:03,070 --> 00:09:07,220 I'm not saying it would be easy to do - and the game would have to be designed this way 141 00:09:07,220 --> 00:09:08,560 from the very beginning. 142 00:09:08,560 --> 00:09:16,060 But, if done well, it could be very effective at teaching players as their investment rises. 143 00:09:16,060 --> 00:09:17,190 But okay. 144 00:09:17,190 --> 00:09:21,790 Maybe it doesn't make sense for a certain game to sprinkle the tutorial out across multiple 145 00:09:21,790 --> 00:09:24,200 turns or multiple campaigns. 146 00:09:24,200 --> 00:09:27,890 Perhaps the design just doesn't accommodate that and it actually does need to frontload 147 00:09:27,890 --> 00:09:30,500 the experience with a big load of learning. 148 00:09:30,500 --> 00:09:31,710 Fair enough. 149 00:09:31,710 --> 00:09:36,420 So - is there some way that we can make this more interesting, more fun, and more effective 150 00:09:36,420 --> 00:09:41,080 at teaching people the basics? 151 00:09:41,080 --> 00:09:44,920 Something we see in almost every action game tutorial is a bit where the game asks you 152 00:09:44,920 --> 00:09:47,040 to perform the action you're being taught. 153 00:09:47,040 --> 00:09:50,290 Like, you can't move on until you punch six people. 154 00:09:50,290 --> 00:09:55,320 It's a simple but effective way of teaching because you're asking the player to get hands-on 155 00:09:55,320 --> 00:09:56,890 and try for themselves. 156 00:09:56,890 --> 00:10:01,200 We call this kinaesthetic learning - which is where deep learning occurs via the process 157 00:10:01,200 --> 00:10:03,400 of physically doing a task. 158 00:10:03,400 --> 00:10:06,960 Now - complex games do try and do this. 159 00:10:06,960 --> 00:10:10,730 You've probably played games where it walks you through a sample campaign by pointing 160 00:10:10,730 --> 00:10:17,290 arrows at bits of the UI and asking you to click here, click there, select this, drag that. 161 00:10:17,290 --> 00:10:19,860 And, well… you're involved! You're doing stuff! 162 00:10:19,860 --> 00:10:20,990 Aren't you clever? 163 00:10:20,990 --> 00:10:23,560 But are they actually that effective? 164 00:10:23,560 --> 00:10:24,690 I'm not so sure. 165 00:10:24,690 --> 00:10:29,460 Asher Vollmer, who made the elegant mobile puzzler Threes, says of these arrows - "As 166 00:10:29,460 --> 00:10:32,370 far as the game is concerned; I have advanced. 167 00:10:32,370 --> 00:10:35,930 But as far as my brain is concerned; I've learned nothing". 168 00:10:35,930 --> 00:10:40,090 Part of the problem is that blindly following instructions just isn’t a very effective 169 00:10:40,090 --> 00:10:41,190 way to learn. 170 00:10:41,190 --> 00:10:46,930 So, in Asher’s game, he instead turns the tutorial into a series of very small and simple 171 00:10:46,930 --> 00:10:49,040 puzzles for the player to figure out. 172 00:10:49,040 --> 00:10:53,490 Take, for example, this bit, which is about telling you how to use the outside walls to 173 00:10:53,490 --> 00:10:55,210 rearrange tiles. 174 00:10:55,210 --> 00:10:58,040 He could ask players to “swipe to the left twice”. 175 00:10:58,040 --> 00:10:59,710 And now "swipe up twice". 176 00:10:59,710 --> 00:11:06,090 But he doesn't: he says "Rearrange numbers by pushing 'em into walls" and then "use the walls 177 00:11:06,090 --> 00:11:08,120 to add 1 & 2 together". 178 00:11:08,120 --> 00:11:13,000 It's a very simple task, but it's enough for players to actually engage their brain and 179 00:11:13,000 --> 00:11:16,720 start to do the sort of thinking that will be used in the proper game. 180 00:11:16,720 --> 00:11:20,720 Luckily, some complex games do a really good job of this. 181 00:11:20,720 --> 00:11:26,280 If we look at the first tutorial in Frontier's Planet Zoo, the game starts by walking you 182 00:11:26,280 --> 00:11:29,410 through the process of improving an animal’s welfare. 183 00:11:29,410 --> 00:11:31,210 NANCY: "Aww, poor dabs! 184 00:11:31,210 --> 00:11:35,780 I'm sure it can't have escaped your attention that the tigers look a bit miffed. 185 00:11:35,780 --> 00:11:39,580 That's because they aren't too keen on the type of terrain in their habitat". 186 00:11:39,580 --> 00:11:43,070 It’s pretty hand hold-y and straightforward. 187 00:11:43,070 --> 00:11:47,960 But then it asks you to improve the overall welfare of all the animals in the park. 188 00:11:47,960 --> 00:11:51,840 NANCY: "All of that should give you a pretty good understanding of how to make animals 189 00:11:51,840 --> 00:11:56,440 happy, so I'd like you to go check on all the other animals in the zoo and fix up any 190 00:11:56,440 --> 00:11:58,170 issues with their habitats." 191 00:11:58,170 --> 00:12:00,280 And it just lets you get on with it. 192 00:12:00,280 --> 00:12:05,000 At this point you're given hardly any guidance, so you have to put into practice what you 193 00:12:05,000 --> 00:12:09,460 just learned - and do some critical thinking to fill in the gaps in your knowledge. 194 00:12:09,460 --> 00:12:10,520 NANCY: "Right! 195 00:12:10,520 --> 00:12:14,810 I'm off for a cuppa while you make sure all the animals are well looked after!" 196 00:12:14,810 --> 00:12:18,550 I found this really effective, and it happens throughout the tutorial. 197 00:12:18,550 --> 00:12:23,020 You're put into zoos with specific problems, shown how to fix one of them, and then you're 198 00:12:23,020 --> 00:12:25,630 asked to solve the rest on your own. 199 00:12:25,630 --> 00:12:30,690 Offworld Trading Company is another good example - in each step of the tutorial you are given 200 00:12:30,690 --> 00:12:34,170 a list of objectives and have to solve them for yourself. 201 00:12:34,170 --> 00:12:38,460 Simply by removing the “click here” arrow and making the player find the right option 202 00:12:38,460 --> 00:12:41,610 themselves is enough to make them feel engaged. 203 00:12:41,610 --> 00:12:45,470 And it feels like you're actually playing a game, right from the word go. 204 00:12:45,470 --> 00:12:49,350 But I won't pretend that this is a perfect solution. 205 00:12:49,350 --> 00:12:51,750 And that's because of feedback. 206 00:12:51,750 --> 00:12:56,810 When we learn kinaesthetically, we use feedback to see if we did it right or wrong. 207 00:12:56,810 --> 00:13:00,610 Now, if you make a mistake in an action game you’ll see that immediately. 208 00:13:00,610 --> 00:13:05,580 But, in a strategy game, if you don’t balance your economy correctly you might not realise 209 00:13:05,580 --> 00:13:07,470 for many hours. 210 00:13:07,470 --> 00:13:12,680 Complex games typically have a very slow feedback cycle, which does make it hard to learn from 211 00:13:12,680 --> 00:13:14,450 hands-on experience. 212 00:13:14,450 --> 00:13:19,290 You may need to play an entire campaign to understand how decisions and strategies will 213 00:13:19,290 --> 00:13:21,240 unfold over the whole game. 214 00:13:21,240 --> 00:13:25,880 Which is why the easiest games to learn are those with short campaigns that you can repeat 215 00:13:25,880 --> 00:13:29,110 often - compared to those that last hours and hours. 216 00:13:29,110 --> 00:13:31,580 But there are some potential solutions to this. 217 00:13:31,580 --> 00:13:36,170 Perhaps the quick game in Civilization, which dramatically speeds up the campaign, could 218 00:13:36,170 --> 00:13:38,710 be rebranded as a training tool? 219 00:13:38,710 --> 00:13:43,220 Another answer is for these tutorials to use advisor characters who can warn you if you're 220 00:13:43,220 --> 00:13:46,802 doing something dumb that might have a negative effect down the line. 221 00:13:46,802 --> 00:13:51,307 In Offworld I got told off for selling aluminium for less than $10 a pop, 222 00:13:51,307 --> 00:13:54,700 and got a lesson in how the stock market works. 223 00:13:54,700 --> 00:13:59,450 The nice thing is: these two solutions also help with another problem that strategy game 224 00:13:59,450 --> 00:14:00,910 tutorials face. 225 00:14:00,910 --> 00:14:05,360 Which is this: it's pretty teach to people how to do things - but it's much harder to 226 00:14:05,360 --> 00:14:08,290 explain why to do them. 227 00:14:08,290 --> 00:14:12,320 I can tell you which buttons to press to build something in Civilization, but there's no 228 00:14:12,320 --> 00:14:16,770 simple way to explain what you should build, or when you should build it, or where you 229 00:14:16,770 --> 00:14:18,600 should place it after it's built. 230 00:14:18,600 --> 00:14:23,470 So - like before, speeding up the feedback cycle allows players to see the consequences 231 00:14:23,470 --> 00:14:26,000 of those choices for themselves. 232 00:14:26,000 --> 00:14:29,210 And advisor characters can offer recommendations and warnings. 233 00:14:29,210 --> 00:14:32,810 ECONOMIC ADVISOR: "I think we have enough workers for the moment. 234 00:14:32,810 --> 00:14:37,960 You may want to construct something else in your city". 235 00:14:37,960 --> 00:14:41,250 There's one more thing that games do, that make them easier to learn. 236 00:14:41,250 --> 00:14:45,230 And that's leveraging things that people are already familiar with. 237 00:14:45,230 --> 00:14:48,070 You know: spikes hurt, ice is slippery. 238 00:14:48,070 --> 00:14:50,758 Coins let you buy things, keys open locks. 239 00:14:50,758 --> 00:14:53,500 Skulls mean danger, and so on. 240 00:14:53,500 --> 00:14:57,890 Plants vs Zombies doesn't need to tell you that a zombie with a metal bucket on its head 241 00:14:57,890 --> 00:15:00,520 is more resilient than one with a plastic cone. 242 00:15:00,520 --> 00:15:03,260 We know how these materials work in real life. 243 00:15:03,260 --> 00:15:08,750 By leaning on stuff that players already know, games can feel intuitive to play - and it 244 00:15:08,750 --> 00:15:12,400 often means they don't require a tutorial at all. 245 00:15:12,400 --> 00:15:18,220 Now over in the world of complex games - one way to do this is to use a theme that is grounded 246 00:15:18,220 --> 00:15:19,500 or historical. 247 00:15:19,500 --> 00:15:23,630 Civilisation is definitely a franchise that uses this to its advantage. 248 00:15:23,630 --> 00:15:28,413 People can bring their own knowledge of history to make assumptions about how things will work. 249 00:15:28,413 --> 00:15:30,280 Most of the time. 250 00:15:30,280 --> 00:15:35,150 But perhaps the best place for complex games to look for real world inspiration is in the 251 00:15:35,150 --> 00:15:38,090 user interfaces we encounter every day. 252 00:15:38,090 --> 00:15:44,230 Just like how Reigns copies the swipe left, swipe right interaction from dating apps like Tinder. 253 00:15:44,230 --> 00:15:48,680 And how Disco Elysium's dialogue boxes are inspired by a Twitter feed. 254 00:15:48,680 --> 00:15:53,030 So let's see all this in action and go back to that bit in Planet Zoo where I was left 255 00:15:53,030 --> 00:15:55,790 to improve the animals' welfare on my own. 256 00:15:55,790 --> 00:15:57,220 How did I know what to do? 257 00:15:57,220 --> 00:16:02,550 Well, I know that I can sort this list by welfare by clicking up here... because thats 258 00:16:02,550 --> 00:16:05,150 how a list works on most websites. 259 00:16:05,150 --> 00:16:10,790 And I know I can click this to find the animal because the same icon is used on Google Maps. 260 00:16:10,790 --> 00:16:16,790 I can easily see where the problem lies, because red indicates bad and green indicates good. 261 00:16:16,790 --> 00:16:21,850 I know how to filter the items because the funnel icon is used on apps like Google Sheets 262 00:16:21,850 --> 00:16:27,340 - though I could probably make some assumptions for what an animal wants just by my knowledge 263 00:16:27,340 --> 00:16:29,880 of real-world critters. 264 00:16:29,880 --> 00:16:33,690 On the flip side, here's an example of this going very wrong. 265 00:16:33,690 --> 00:16:39,880 In playtests for Total War: Troy, some players really struggled to find the end turn button. 266 00:16:39,880 --> 00:16:44,240 One player spent 40 minutes on the first turn, unsure how to move on. 267 00:16:44,240 --> 00:16:45,240 The culprit? 268 00:16:45,240 --> 00:16:50,090 This button, which uses an hourglass to indicate "end turn". 269 00:16:50,090 --> 00:16:53,970 Now, people who have been playing strategy games for years might associate an hourglass 270 00:16:53,970 --> 00:16:58,260 with ending a turn - but I think most people have a stronger association with something 271 00:16:58,260 --> 00:17:02,370 loading, including the cursor in old versions of Windows. 272 00:17:02,370 --> 00:17:06,699 By the way, these loading animations are called "Throbbers" and I'm really sorry to be the 273 00:17:06,699 --> 00:17:08,360 one to have to tell you this. 274 00:17:08,360 --> 00:17:11,539 Anyway - the devs swapped it for an arrow before launch. 275 00:17:11,539 --> 00:17:14,009 And I think we can take two lessons from this. 276 00:17:14,009 --> 00:17:17,929 One: don't assume your audience has played other games. 277 00:17:17,929 --> 00:17:21,089 And two: play test your tutorials. 278 00:17:21,089 --> 00:17:23,990 Like, a lot. 279 00:17:23,990 --> 00:17:28,919 So there are a few more techniques I want to touch on before I wrap up. 280 00:17:28,919 --> 00:17:34,269 We all know the idiom "show, don't tell" - and it applies to tutorial design too. 281 00:17:34,269 --> 00:17:38,590 Massive walls of text can be hard to get through - and an image or video can sometimes tell 282 00:17:38,590 --> 00:17:41,420 you the same information in half the time. 283 00:17:41,420 --> 00:17:45,240 Take these preview windows for weapons in Into the Breach. 284 00:17:45,240 --> 00:17:49,539 Designer Justin Ma said “You could type out a hundred times, ‘Damages a tile and 285 00:17:49,539 --> 00:17:54,309 pushes adjacent tiles,’ but showing that little animation of them moving is a thousand 286 00:17:54,309 --> 00:17:55,580 times more effective". 287 00:17:55,580 --> 00:18:00,679 Now, sure - text is almost always necessary in the tutorial for a complex game. 288 00:18:00,679 --> 00:18:06,070 But designers should try to cut down words, be consistent with language, avoid jargon, 289 00:18:06,070 --> 00:18:10,260 and… maybe this is just a personal preference… but I don’t really like this thing where 290 00:18:10,260 --> 00:18:15,409 some pointless flavour text is spoken by a voice actor but the actual important stuff 291 00:18:15,409 --> 00:18:16,460 is left unsaid. 292 00:18:16,460 --> 00:18:20,580 HOMER: "March north-west, towards the land of Corinth. 293 00:18:20,580 --> 00:18:25,120 For even now, the Corinthians plot your demise". 294 00:18:25,120 --> 00:18:28,899 Another good technique is to provide ways for players to find information when they 295 00:18:28,899 --> 00:18:29,940 get stuck. 296 00:18:29,940 --> 00:18:33,559 Things like tool tips - and tool tips within tool tips. 297 00:18:33,559 --> 00:18:39,610 An encyclopaedia of terms and the ability to rewind or replay specific bits of the tutorial. 298 00:18:39,610 --> 00:18:44,250 Ultimately, if someone gets stuck you don't want their only solution to be Google. 299 00:18:44,250 --> 00:18:49,410 Plus, this should give you more confidence to let players figure stuff out on their own, 300 00:18:49,410 --> 00:18:51,980 as the information will be there if they need it. 301 00:18:51,980 --> 00:18:55,910 And finally, it's good to remember that people learn in different ways. 302 00:18:55,910 --> 00:19:01,470 I won't deny that some of the ideas in this video are biased by the fact that I am personally 303 00:19:01,470 --> 00:19:03,990 a very kinaesthetic and visual learner. 304 00:19:03,990 --> 00:19:06,909 And I have the attention span of a six year old child. 305 00:19:06,909 --> 00:19:09,750 So providing multiple avenues can be good. 306 00:19:09,750 --> 00:19:14,429 Offworld, for example, has two ways to learn - scripted tutorials that walk you through 307 00:19:14,429 --> 00:19:18,269 each step, and practice challenges where you can learn through trial-and-error. 308 00:19:18,269 --> 00:19:24,480 Meanwhile, Total War is always good at providing different tutorials for complete newbies and 309 00:19:24,480 --> 00:19:29,299 returning players who just want to figure out the new stuff. 310 00:19:29,299 --> 00:19:35,259 Just like with the user interface in the last episode of GMTK, the tutorial can be one of 311 00:19:35,259 --> 00:19:39,450 those things that's undervalued, and left until the last moment. 312 00:19:39,450 --> 00:19:46,549 But, again: it shouldn't ignored because a tutorial can be so important to a game's success. 313 00:19:46,549 --> 00:19:51,809 For this video I spoke to developers at places like Paradox and Creative Assembly and everyone 314 00:19:51,809 --> 00:19:56,950 told me the same thing: teaching new people how to play is the only way for a franchise 315 00:19:56,950 --> 00:20:01,169 to grow its fanbase - and avoid withering into irrelevance. 316 00:20:01,169 --> 00:20:06,490 In this video, I've identified some techniques that I think could make tutorials better: 317 00:20:06,490 --> 00:20:13,240 Finding ways to break the tutorial up - either across a campaign, or across multiple campaigns. 318 00:20:13,240 --> 00:20:17,999 Finding ways to have the player get their hands on the system and learn by doing, rather 319 00:20:17,999 --> 00:20:19,240 than reading. 320 00:20:19,240 --> 00:20:23,800 And finding ways to be intuitive, familiar, and welcoming. 321 00:20:23,800 --> 00:20:29,220 Thankfully, strides are being made in this area, with more thoughtful tutorials and more 322 00:20:29,220 --> 00:20:30,940 intuitive interfaces. 323 00:20:30,940 --> 00:20:33,580 But there's still a lot of work to be done. 324 00:20:33,580 --> 00:20:38,320 Until I can get through the Crusader Kings tutorial without falling asleep, we're not 325 00:20:38,320 --> 00:20:39,320 quite there. 326 00:20:39,320 --> 00:20:40,590 Thanks for watching. 327 00:20:40,590 --> 00:20:44,220 If you like what you just saw and want to show your appreciation, please check out this 328 00:20:44,220 --> 00:20:46,029 quick YouTube ad break. 329 00:20:46,029 --> 00:20:47,769 Stick around afterwards for an indie game recommendation. 330 00:20:51,480 --> 00:20:58,320 My recommendation this time is Narita Boy - a trippy, retro-tinged brawler with a killer 331 00:20:58,320 --> 00:21:00,340 pixel art aesthetic. 332 00:21:00,340 --> 00:21:06,470 It's a minor Metroidvania with a bigger focus on fight scenes: which reminds me of Guacamelee. 333 00:21:06,470 --> 00:21:11,759 And the strange, esoteric plot makes me think of Sword & Sworcery. 334 00:21:11,759 --> 00:21:16,029 The game's not without its problems - including a floaty jump and simplistic level design 335 00:21:16,029 --> 00:21:20,870 - but I just found the whole thing enchanting and utterly engrossing. 336 00:21:20,870 --> 00:21:25,840 Nartia Boy's on everything - including Xbox Game Pass.