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I have a confession to make.
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I’ve tried, many times, to play games like
Total War, Crusader Kings, and Endless Space.
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I've bought them, downloaded them, made time
in my calendar for them.
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And yet - the same thing always happens.
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I get about 20 minutes into the tutorial,
and I start to zone out.
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My eyes glaze over, and my mind drifts.
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I start to think about all the things I could
be doing that are more fun than this.
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Like filing my taxes or watching paint dry.
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And this is a shame - because for the most
part, video game tutorials are actually pretty
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good these days.
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They’re interwoven into the world and narrative.
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They’re well paced so as not to get boring.
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And they’re cleverly designed to be subtle
and unobtrusive.
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Even invisible at times.
*Impact*
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But for certain genres like RTS, grand strategy,
and city builders - let’s just call them
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“complex games” for this video.
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For these complex games, the learning experience
can be pretty miserable - and at their worst,
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these tutorials can stop people from ever
getting to the actual fun part of the game.
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So I wanted to find out if there were ways
to improve this experience.
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What techniques can we take from other genres
- in order to make complex games easier to
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teach and easier to learn?
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Well.
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I'm Mark Brown, and this is Game Maker's Toolkit.
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When we look at less complex games, I think
the biggest evolution has been a realisation
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that the tutorial doesn’t have to be something
you do all in one go, before you get to play
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the game properly.
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Instead, it can be split up and sprinkled
throughout the entire experience.
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And this approach has many advantages.
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The big one is that, according to Plants vs
Zombies designer George Fan - a player's willingness
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to learn grows along with their level of investment.
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So when games dump a load of tutorials on
you at the start - that often exceeds your
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willingness to learn.
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By delaying these lessons, the game can wait
until you're more invested.
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Another advantage is that you get to play
the “real game” almost immediately, instead
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of having to sit through something that can
feel boring and academic.
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And in fact, if each step of the tutorial
is small enough - you can sometimes teach
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players without having a tutorial at all.
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In Portal, for example, all of the early puzzle
chambers are actually inferring a small piece
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of information about how the game works.
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But as far as the player is concerned, they're
just playing the game.
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And the third benefit is that by delaying
these tutorials, they can deliver messages
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when it's actually relevant.
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The game can pop up the crafting tutorial
when you first find a crafting table - instead
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of telling you this at the start and hoping
you’ll have remembered by the time you finally
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get to make something.
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Now, complex games are typically still stuck
in the old format.
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And that means players have to learn before
they're invested, they don't get to actually
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play for hours, and they'll learn things that
might not be relevant for ages.
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And, look - I can understand why this happens.
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The reason it's possible to delay tutorials
in less complex games is that designers can
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slowly introduce game mechanics throughout
the course of the adventure.
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They can start you with a simple character
with very few abilities - and then slowly
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increase complexity as you find new upgrades,
unlock new skills, recruit new party members,
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and so on.
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But complex games typically need to begin
with everything turned on.
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As every system talks to each other - everything
needs to be online from the very beginning.
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Right?
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Bruce Shelley, who worked with Sid Meier on
the earliest Civilization games, coined the
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phrase “inverted pyramid of decision making”.
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The idea is that when you start Civilization,
you basically have one decision to make on
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your first turn: where should you settle your
city?
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And one decision on your next turn: what should
you build there?
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But now you have two decisions to make.
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What should you do with your new unit, and
what should your city build now?
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Soon after, those decisions start to balloon
- and by the end of the game you're making
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dozens of decisions per turn as you juggle
hundreds of units, cities, enemies, allies,
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and resources.
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The point being: over the course of a game
of Civilization, the complexity has organically
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grown from a single settler in a foggy map
- to a massive empire of competing nations.
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And so by virtue of its slow increase in complexity,
Civ is well placed to teach you its systems,
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bit by bit, as you discover them.
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An example of this in practice is the outstanding
city builder Frostpunk.
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In this game you begin with one job: gathering
resources by hand.
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And so the game gives you a quick tutorial
about that.
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Then you turn on the generator… and the
game gives you a tutorial about that.
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This carries on for the entire campaign, with
small tutorials for every major mechanic - but
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all the way you're actually playing the game
for yourself.
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Another avenue for this is the user interface.
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From my own experience, at least, a complex
UI can be one of the most overwhelming things
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to a new player.
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But how many of these buttons, bars, windows,
and panels need to be there on the first turn?
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So take a look at Mini Metro.
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At the beginning, there's almost no interface
at all, meaning all you need to worry about
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is connecting up train stations.
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It's only when you start playing that more
information slowly appears - like the train
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line menu, the clock, and the passenger counter.
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Another example can be found in Animal Crossing:
New Horizons.
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The tool wheel is a helpful, time-saving pinch
of UI design - but it could be difficult to
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introduce players to two different types of
inventory, at the start of the game.
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So, instead, you have to save up and buy the
tool wheel from the shop - meaning the player
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gets to set the pace in terms of how complex
the game's UI is.
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This does happen in some complex games - the
UI in Total War: Troy expands as you play,
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for example - but I'd love to see designers
get even more aggressive with this technique.
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So this is all about how a single campaign
can become more involved over time, allowing
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the developers to withhold teaching until
it’s actually relevant.
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But perhaps there's another way of thinking
about this.
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If you want to get started with fighting games
- definitely a complex genre, but that's outside
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the scope of this video.
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Uh, if you want to try your hand at fighting
games, you don’t need to know about trip
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guards, frame data, happy birthdays, turtling,
bivouacing, or pretzel motion in your first
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fight.
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And I only made up one of those.
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All you need to know to get cracking is how
to do more than button mash.
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So the designers of Mortal Kombat 11 considered
this when making the game's tutorial.
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They broke the player base down into segments
- like couch players, dabblers, connoisseurs,
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and online PvPers.
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Then they figured out what people actually
need to know, depending on what level of player
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they are - and put those lessons into three
tutorial brackets: basics, advanced, and strategy.
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The important part is that these three brackets
aren't designed to be played all in one go.
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Instead, the tutorial is specifically designed
to kick you out of the tutorial menu at the
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end of each segment - with the intention that
you will now go and play the game, use what
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you learned, and enjoy yourself.
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You can always come back and learn more when
you feel ready to go to the next level - and
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take your game from button mashing to bivouacing.
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Oh wait that's the one I made up.
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Anyway.
Here's my point.
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Most complex games aren't meant to be played
though just once, like a story-driven adventure game.
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They're designed to be played over and over
again - like a fighting game.
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And so perhaps we can take this format, but
instead of thinking about peppering tutorials
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across a single campaign - we can zoom out
and put tutorials in between entire playthroughs
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of the campaign.
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And I've got a story that could show how this
might work.
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My first game in the Civilization series was
Civilization V - which was well received,
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but some hardcore fans criticised it for simplifying
or outright removing features that had been
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seen in earlier entries.
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Stuff like espionage and religion.
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But it was great for me because it was so
much easier to learn a game with fewer systems.
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I was able to get into the fun relatively
quickly, and actually play through a few campaigns.
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Later down the line, Firaxis would eventually
reintroduce those forgotten features - and
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more - in expansion packs like Gods & Kings
and Brave New World.
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And I found those pretty easy to learn as
well because I already knew the basics from
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Civ V: I just needed to figure out the new
stuff.
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And so these expansion packs essentially created
that gradual increase of complexity I've been
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talking about - just with entire campaigns
in between the tutorials.
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And so the same could be done for other games
- just, not necessarily through selling expansion packs.
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What I mean is: instead of an easy mode just
being the same game but with dumb AI - it
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could be a stripped back version of the game
with fewer systems to know about.
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Then the player can play again, with more
systems turned on.
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And keep going until they get to the full
fat version of the game.
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I'm not saying it would be easy to do - and
the game would have to be designed this way
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from the very beginning.
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But, if done well, it could be very effective
at teaching players as their investment rises.
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But okay.
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Maybe it doesn't make sense for a certain
game to sprinkle the tutorial out across multiple
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turns or multiple campaigns.
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Perhaps the design just doesn't accommodate
that and it actually does need to frontload
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the experience with a big load of learning.
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Fair enough.
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So - is there some way that we can make this
more interesting, more fun, and more effective
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at teaching people the basics?
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Something we see in almost every action game
tutorial is a bit where the game asks you
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to perform the action you're being taught.
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Like, you can't move on until you punch six
people.
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It's a simple but effective way of teaching
because you're asking the player to get hands-on
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and try for themselves.
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We call this kinaesthetic learning - which
is where deep learning occurs via the process
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of physically doing a task.
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Now - complex games do try and do this.
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You've probably played games where it walks
you through a sample campaign by pointing
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arrows at bits of the UI and asking you to
click here, click there, select this, drag that.
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And, well… you're involved!
You're doing stuff!
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Aren't you clever?
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But are they actually that effective?
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I'm not so sure.
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Asher Vollmer, who made the elegant mobile
puzzler Threes, says of these arrows - "As
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far as the game is concerned; I have advanced.
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But as far as my brain is concerned; I've
learned nothing".
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Part of the problem is that blindly following
instructions just isn’t a very effective
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way to learn.
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So, in Asher’s game, he instead turns the
tutorial into a series of very small and simple
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puzzles for the player to figure out.
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Take, for example, this bit, which is about
telling you how to use the outside walls to
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rearrange tiles.
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He could ask players to “swipe to the left
twice”.
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And now "swipe up twice".
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But he doesn't: he says "Rearrange numbers
by pushing 'em into walls" and then "use the walls
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to add 1 & 2 together".
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It's a very simple task, but it's enough for
players to actually engage their brain and
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start to do the sort of thinking that will
be used in the proper game.
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Luckily, some complex games do a really good
job of this.
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If we look at the first tutorial in Frontier's
Planet Zoo, the game starts by walking you
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through the process of improving an animal’s
welfare.
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NANCY: "Aww, poor dabs!
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I'm sure it can't have escaped your attention
that the tigers look a bit miffed.
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That's because they aren't too keen on the
type of terrain in their habitat".
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It’s pretty hand hold-y and straightforward.
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But then it asks you to improve the overall
welfare of all the animals in the park.
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NANCY: "All of that should give you a pretty
good understanding of how to make animals
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happy, so I'd like you to go check on all
the other animals in the zoo and fix up any
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issues with their habitats."
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And it just lets you get on with it.
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At this point you're given hardly any guidance,
so you have to put into practice what you
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just learned - and do some critical thinking
to fill in the gaps in your knowledge.
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NANCY: "Right!
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I'm off for a cuppa while you make sure all
the animals are well looked after!"
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I found this really effective, and it happens
throughout the tutorial.
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You're put into zoos with specific problems,
shown how to fix one of them, and then you're
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asked to solve the rest on your own.
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Offworld Trading Company is another good example
- in each step of the tutorial you are given
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a list of objectives and have to solve them
for yourself.
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Simply by removing the “click here” arrow
and making the player find the right option
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themselves is enough to make them feel engaged.
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And it feels like you're actually playing
a game, right from the word go.
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But I won't pretend that this is a perfect
solution.
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And that's because of feedback.
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When we learn kinaesthetically, we use feedback
to see if we did it right or wrong.
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Now, if you make a mistake in an action game
you’ll see that immediately.
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But, in a strategy game, if you don’t balance
your economy correctly you might not realise
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for many hours.
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Complex games typically have a very slow feedback
cycle, which does make it hard to learn from
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hands-on experience.
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You may need to play an entire campaign to
understand how decisions and strategies will
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unfold over the whole game.
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Which is why the easiest games to learn are
those with short campaigns that you can repeat
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often - compared to those that last hours
and hours.
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But there are some potential solutions to
this.
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Perhaps the quick game in Civilization, which
dramatically speeds up the campaign, could
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be rebranded as a training tool?
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Another answer is for these tutorials to use
advisor characters who can warn you if you're
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doing something dumb that might have a negative
effect down the line.
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In Offworld I got told off for selling
aluminium for less than $10 a pop,
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and got a lesson in how the stock
market works.
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The nice thing is: these two solutions also
help with another problem that strategy game
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tutorials face.
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Which is this: it's pretty teach to people
how to do things - but it's much harder to
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explain why to do them.
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I can tell you which buttons to press to build
something in Civilization, but there's no
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simple way to explain what you should build,
or when you should build it, or where you
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should place it after it's built.
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So - like before, speeding up the feedback
cycle allows players to see the consequences
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of those choices for themselves.
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And advisor characters can offer recommendations
and warnings.
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ECONOMIC ADVISOR: "I think we have enough
workers for the moment.
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You may want to construct something else in your
city".
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There's one more thing that games do, that
make them easier to learn.
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And that's leveraging things that people are
already familiar with.
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You know: spikes hurt, ice is slippery.
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Coins let you buy things, keys open locks.
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Skulls mean danger, and so on.
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Plants vs Zombies doesn't need to tell you
that a zombie with a metal bucket on its head
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is more resilient than one with a plastic
cone.
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We know how these materials work in real life.
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By leaning on stuff that players already know,
games can feel intuitive to play - and it
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often means they don't require a tutorial
at all.
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Now over in the world of complex games - one
way to do this is to use a theme that is grounded
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or historical.
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Civilisation is definitely a franchise that
uses this to its advantage.
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People can bring their own knowledge of history
to make assumptions about how things will work.
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Most of the time.
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But perhaps the best place for complex games
to look for real world inspiration is in the
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user interfaces we encounter every day.
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Just like how Reigns copies the swipe left,
swipe right interaction from dating apps like Tinder.
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And how Disco Elysium's dialogue boxes are
inspired by a Twitter feed.
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So let's see all this in action and go back
to that bit in Planet Zoo where I was left
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to improve the animals' welfare on my own.
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How did I know what to do?
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Well, I know that I can sort this list by
welfare by clicking up here... because thats
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how a list works on most websites.
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And I know I can click this to find the animal
because the same icon is used on Google Maps.
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I can easily see where the problem lies, because
red indicates bad and green indicates good.
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I know how to filter the items because the
funnel icon is used on apps like Google Sheets
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- though I could probably make some assumptions
for what an animal wants just by my knowledge
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of real-world critters.
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On the flip side, here's an example of this
going very wrong.
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In playtests for Total War: Troy, some players
really struggled to find the end turn button.
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One player spent 40 minutes on the first turn,
unsure how to move on.
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The culprit?
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This button, which uses an hourglass to indicate
"end turn".
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Now, people who have been playing strategy
games for years might associate an hourglass
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with ending a turn - but I think most people
have a stronger association with something
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loading, including the cursor in old versions
of Windows.
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By the way, these loading animations are called
"Throbbers" and I'm really sorry to be the
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one to have to tell you this.
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Anyway - the devs swapped it for an arrow
before launch.
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And I think we can take two lessons from this.
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One: don't assume your audience has played
other games.
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And two: play test your tutorials.
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Like, a lot.
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So there are a few more techniques I want
to touch on before I wrap up.
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We all know the idiom "show, don't tell" - and
it applies to tutorial design too.
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Massive walls of text can be hard to get through
- and an image or video can sometimes tell
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you the same information in half the time.
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Take these preview windows for weapons in
Into the Breach.
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Designer Justin Ma said “You could type
out a hundred times, ‘Damages a tile and
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pushes adjacent tiles,’ but showing that
little animation of them moving is a thousand
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times more effective".
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Now, sure - text is almost always necessary
in the tutorial for a complex game.
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But designers should try to cut down words,
be consistent with language, avoid jargon,
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and… maybe this is just a personal preference…
but I don’t really like this thing where
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some pointless flavour text is spoken by a
voice actor but the actual important stuff
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is left unsaid.
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HOMER: "March north-west, towards the land
of Corinth.
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For even now, the Corinthians plot your demise".
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Another good technique is to provide ways
for players to find information when they
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get stuck.
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Things like tool tips - and tool tips within
tool tips.
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An encyclopaedia of terms and the ability
to rewind or replay specific bits of the tutorial.
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Ultimately, if someone gets stuck you don't
want their only solution to be Google.
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Plus, this should give you more confidence
to let players figure stuff out on their own,
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as the information will be there if they need
it.
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And finally, it's good to remember that people
learn in different ways.
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I won't deny that some of the ideas in this
video are biased by the fact that I am personally
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a very kinaesthetic and visual learner.
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And I have the attention span of a six year
old child.
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So providing multiple avenues can be good.
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Offworld, for example, has two ways to learn
- scripted tutorials that walk you through
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each step, and practice challenges where you
can learn through trial-and-error.
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Meanwhile, Total War is always good at providing
different tutorials for complete newbies and
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returning players who just want to figure
out the new stuff.
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Just like with the user interface in the last
episode of GMTK, the tutorial can be one of
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those things that's undervalued, and left
until the last moment.
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But, again: it shouldn't ignored because a
tutorial can be so important to a game's success.
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For this video I spoke to developers at places
like Paradox and Creative Assembly and everyone
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told me the same thing: teaching new people
how to play is the only way for a franchise
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to grow its fanbase - and avoid withering
into irrelevance.
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In this video, I've identified some techniques
that I think could make tutorials better:
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Finding ways to break the tutorial up - either
across a campaign, or across multiple campaigns.
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Finding ways to have the player get their
hands on the system and learn by doing, rather
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than reading.
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And finding ways to be intuitive, familiar,
and welcoming.
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Thankfully, strides are being made in this
area, with more thoughtful tutorials and more
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intuitive interfaces.
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But there's still a lot of work to be done.
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Until I can get through the Crusader Kings
tutorial without falling asleep, we're not
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quite there.
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Thanks for watching.
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If you like what you just saw and want to
show your appreciation, please check out this
-
quick YouTube ad break.
-
Stick around afterwards for an indie game
recommendation.
-
My recommendation this time is Narita Boy
- a trippy, retro-tinged brawler with a killer
-
pixel art aesthetic.
-
It's a minor Metroidvania with a bigger focus
on fight scenes: which reminds me of Guacamelee.
-
And the strange, esoteric plot makes me think
of Sword & Sworcery.
-
The game's not without its problems - including
a floaty jump and simplistic level design
-
- but I just found the whole thing enchanting
and utterly engrossing.
-
Nartia Boy's on everything - including Xbox
Game Pass.