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Can We Make Better Tutorials for Complex Games?

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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.
  • 17:02 - 17:07
    By the way, these loading animations are called
    "Throbbers" and I'm really sorry to be the
  • 17:07 - 17:08
    one to have to tell you this.
  • 17:08 - 17:12
    Anyway - the devs swapped it for an arrow
    before launch.
  • 17:12 - 17:14
    And I think we can take two lessons from this.
  • 17:14 - 17:18
    One: don't assume your audience has played
    other games.
  • 17:18 - 17:21
    And two: play test your tutorials.
  • 17:21 - 17:24
    Like, a lot.
  • 17:24 - 17:29
    So there are a few more techniques I want
    to touch on before I wrap up.
  • 17:29 - 17:34
    We all know the idiom "show, don't tell" - and
    it applies to tutorial design too.
  • 17:34 - 17:39
    Massive walls of text can be hard to get through
    - and an image or video can sometimes tell
  • 17:39 - 17:41
    you the same information in half the time.
  • 17:41 - 17:45
    Take these preview windows for weapons in
    Into the Breach.
  • 17:45 - 17:50
    Designer Justin Ma said “You could type
    out a hundred times, ‘Damages a tile and
  • 17:50 - 17:54
    pushes adjacent tiles,’ but showing that
    little animation of them moving is a thousand
  • 17:54 - 17:56
    times more effective".
  • 17:56 - 18:01
    Now, sure - text is almost always necessary
    in the tutorial for a complex game.
  • 18:01 - 18:06
    But designers should try to cut down words,
    be consistent with language, avoid jargon,
  • 18:06 - 18:10
    and… maybe this is just a personal preference…
    but I don’t really like this thing where
  • 18:10 - 18:15
    some pointless flavour text is spoken by a
    voice actor but the actual important stuff
  • 18:15 - 18:16
    is left unsaid.
  • 18:16 - 18:21
    HOMER: "March north-west, towards the land
    of Corinth.
  • 18:21 - 18:25
    For even now, the Corinthians plot your demise".
  • 18:25 - 18:29
    Another good technique is to provide ways
    for players to find information when they
  • 18:29 - 18:30
    get stuck.
  • 18:30 - 18:34
    Things like tool tips - and tool tips within
    tool tips.
  • 18:34 - 18:40
    An encyclopaedia of terms and the ability
    to rewind or replay specific bits of the tutorial.
  • 18:40 - 18:44
    Ultimately, if someone gets stuck you don't
    want their only solution to be Google.
  • 18:44 - 18:49
    Plus, this should give you more confidence
    to let players figure stuff out on their own,
  • 18:49 - 18:52
    as the information will be there if they need
    it.
  • 18:52 - 18:56
    And finally, it's good to remember that people
    learn in different ways.
  • 18:56 - 19:01
    I won't deny that some of the ideas in this
    video are biased by the fact that I am personally
  • 19:01 - 19:04
    a very kinaesthetic and visual learner.
  • 19:04 - 19:07
    And I have the attention span of a six year
    old child.
  • 19:07 - 19:10
    So providing multiple avenues can be good.
  • 19:10 - 19:14
    Offworld, for example, has two ways to learn
    - scripted tutorials that walk you through
  • 19:14 - 19:18
    each step, and practice challenges where you
    can learn through trial-and-error.
  • 19:18 - 19:24
    Meanwhile, Total War is always good at providing
    different tutorials for complete newbies and
  • 19:24 - 19:29
    returning players who just want to figure
    out the new stuff.
  • 19:29 - 19:35
    Just like with the user interface in the last
    episode of GMTK, the tutorial can be one of
  • 19:35 - 19:39
    those things that's undervalued, and left
    until the last moment.
  • 19:39 - 19:47
    But, again: it shouldn't ignored because a
    tutorial can be so important to a game's success.
  • 19:47 - 19:52
    For this video I spoke to developers at places
    like Paradox and Creative Assembly and everyone
  • 19:52 - 19:57
    told me the same thing: teaching new people
    how to play is the only way for a franchise
  • 19:57 - 20:01
    to grow its fanbase - and avoid withering
    into irrelevance.
  • 20:01 - 20:06
    In this video, I've identified some techniques
    that I think could make tutorials better:
  • 20:06 - 20:13
    Finding ways to break the tutorial up - either
    across a campaign, or across multiple campaigns.
  • 20:13 - 20:18
    Finding ways to have the player get their
    hands on the system and learn by doing, rather
  • 20:18 - 20:19
    than reading.
  • 20:19 - 20:24
    And finding ways to be intuitive, familiar,
    and welcoming.
  • 20:24 - 20:29
    Thankfully, strides are being made in this
    area, with more thoughtful tutorials and more
  • 20:29 - 20:31
    intuitive interfaces.
  • 20:31 - 20:34
    But there's still a lot of work to be done.
  • 20:34 - 20:38
    Until I can get through the Crusader Kings
    tutorial without falling asleep, we're not
  • 20:38 - 20:39
    quite there.
  • 20:39 - 20:41
    Thanks for watching.
  • 20:41 - 20:44
    If you like what you just saw and want to
    show your appreciation, please check out this
  • 20:44 - 20:46
    quick YouTube ad break.
  • 20:46 - 20:48
    Stick around afterwards for an indie game
    recommendation.
  • 20:51 - 20:58
    My recommendation this time is Narita Boy
    - a trippy, retro-tinged brawler with a killer
  • 20:58 - 21:00
    pixel art aesthetic.
  • 21:00 - 21:06
    It's a minor Metroidvania with a bigger focus
    on fight scenes: which reminds me of Guacamelee.
  • 21:06 - 21:12
    And the strange, esoteric plot makes me think
    of Sword & Sworcery.
  • 21:12 - 21:16
    The game's not without its problems - including
    a floaty jump and simplistic level design
  • 21:16 - 21:21
    - but I just found the whole thing enchanting
    and utterly engrossing.
  • 21:21 - 21:26
    Nartia Boy's on everything - including Xbox
    Game Pass.
Title:
Can We Make Better Tutorials for Complex Games?
Description:

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Video Language:
English
Duration:
21:27

English subtitles

Revisions