Hey, video games! Hold my hand (but not too much)

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Friday, February 03, 2012
EDITOR'S NOTEfrom Rob Savillo

I stopped playing Assassin's Creed: Revelations because the game would not shut up and just let me explore its mechanics. But not everyone feels the same way. Exactly how much in-game help is too much? Too little? Contrasting the Minecraft approach with MAG and Advance Wars, Jarrod concludes that the answer lies somewhere inbetween.

The sun was quickly vanishing behind the horizon as day transformed to night before my eyes. The sudden realization that not only had a friend and I failed to build ample shelter from the horrors the night would bring but that neither of us had eaten a thing all day. Thunder blasting overhead as rain poured down on us while we desperately sought out some form of protection.

I was entirely out of my element here. My buddy, Travis, was my guide to this alien world; however, at the moment we were both at the mercy of the encroaching night. When Travis paused to franticly build a tool that might aid us in our fight for survival, I did the only thing I could think of: I climbed a tree. Travis soon followed as monsters spawned around us, and together we managed to survive the night hidden high atop a tree. This was my first night in developer Mojang's Minecraft.

Actually, I should take that back as that wasn't my first night in Minecraft since I had been involved in the beta for some time. This was my first attempt to truly learn what the game had to offer via Travis who had spent 100s of hours playing. I was completely lost, knew very little of what I needed to survive, and Minecraft wasn't about to teach to me anything. That's why Travis was there.

This has been a growing trend in video games recently. Dumping a player into a world with little to no instruction of what is going on before they are left to their own devices. I had made several attempts to find my way through Minecraft, but each ended the same; digging a hole and hiding until day light.

 

Sure I could have looked up information online. There are numerous guides, wikis, and other resources at my disposal, but I wanted to just play the game not learn how to play the game.

I encountered this same problem in From Software's Demon's Souls, which did me the courtesy of teaching me to attack and block before I was left for dead. Here was an amazing role-playing game that plenty of my friends were enjoying and talking about nonstop, yet I felt completely lost every time I booted it up. My character never leveled up, I spent nearly all of my time in spirit world, and I felt as if there were key elements that I had missed.

Education found its way to me though thanks to an online forum where I made an offhand comment about being lost in Demon's Souls. An online friend took the liberty to fill me in on the vital details From Software had left out of their masterpiece, and suddenly, I too was sucked into this amazing game. I was blown away that the process for leveling up your character was buried in the game and how much had been left out. Some call this sort of experience rewarding, but I tend to find it annoying.

Now don't get me wrong here, I don't want a game to hold my hand leading me along through everything. Some direction would be greatly appreciated here. For some reason, video games tend to either hold your hand far too much like Criterion Games' Need for Speed: Hot Pursuit, which made me sit through a 10-minute video that I couldn't skip. It explained what every mode was for the game; this was extreme overkill. I didn't need to know what multiplayer, single player, time trials, and other things like that were. I've played plenty of racing titles over the years.

 
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Comments (11)
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January 29, 2012

I don't feel so bad anymore. I wrote a similar article, and used the same examples(except Dark Souls instead of Demon's Souls) for games that give you no help whatsoever.

I'm even more puzzled by the reactions people have when you go against the grain and ask for some hand holding. People will say hand holding will ruin the game on the same message board where they'd seek advice from others. I don't think players should have to visit community wiki's, or even rely on other players, to understand a game's mechanics.

Pict0079-web
January 29, 2012

I want to argue the same thing for RPGs. I had a really difficult time figuring out the puzzles in the last dungeon of Final Fantasy 8. I'm glad that GameFAQs gave me some help, but I couldn't understand the painting puzzle for the life of me.

These so-called pros should try to figure Myst out for themselves. That doesn't have any hand-holding tutorial at all. And that puzzler frustrated the hell out of everyone who played it.

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January 29, 2012

Danny I couldn't agree more with you. I've been pretty shocked how some people have reacted to my wanting a tad more direction for Demon's Souls (haven't played Dark Souls yet, I will once I return from this deployment) by making the claims it will change the entire game yet they sit there actively seeking help for everything.

Games need to leave some things for the player to discover so we have that "Aha!" moment. However when I don't even know the basics of a game such as leveling, a key element in progressing through this game, then there is a flaw to the system. I love the difficulty in Demon's Souls and how much it punishes you when you make a mistake, that aspect does not need to change. I just would have liked some direction on leveling and what not so I didn't spend two weeks basically playing through the game as a level 1 character wondering what in the heck I was doing wrong.

Robsavillo
February 03, 2012

There's a difference between a game dryly explaining things to the player and visiting a wiki, though: a wiki is social. Discussing the oddities of a game with other people is itself gratifying. It reminds me of the days before Internet when my friends and I would become engulfed in long conversations about whatever we happened to be playing a the time. Self-discovery is great, but it's even greater when you can share that with others. (Side note: The Souls games' messaging systems readily mimmick this.)

I'll also say in defense of the Souls games: Everything you need to know is actually within the game. It's just between the lines a little. From Software takes a minimalist approach to character dialogue because everything they tell you is vitally important. There's no grandstanding and superfluous junk lore that no one aside from a minority of the audience really care about (i.e., the Bioware approach).

For Demon's Souls specifically: If you carefully pay attention to dialogue from the Crestfallen Warrior and the Maiden in Black, it's clear that you need to defeat the first major Demon (Phalanx), visit the Monumental, and then talk to the Maiden again to level up.

I'll say, though, that American gamers just aren't used to this sort of subtle guide. Western games almost always explicitly spell things out for you. I find that more Japanese games take this approach.

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February 03, 2012

Rob I'm all for subtle explanation and I've been gaming since the NES days but I completely missed that in Demon's Souls. I spent quite a bit of time exploring the areas and trying to figure that out and I honestly found visting the Wiki to be rather intimidating with all the information there. Things were being explained by above my head as I didn't understand the lingo (this is true for Minecraft as well), far too much information was being thrown at me at once, and I just eventually lost interest in trying to learn the basics to even care.

I've got one hell of a backlog and I try to gt through as many games as I can. To me sitting down to engage in a Wiki right out the gate is extremely offputting. Not to say I'm against engaging with others about a game I highly enjoy but when I'm just getting into a game I'm not sure if I want to dedicate that kind of time to it.

Also I'll be picking up Monster Hunter Tri G on the 3DS when it releases later on this year. I've always had an interest in the Monster Hunter series but never had the chance to play since I got on the PS2 late and never had a PSP. Reminds me of Phantasy Star Online in many regards and that was a game I loved to death.

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January 30, 2012

Definitely agree. Portal also did a great job with this with the whole danger labels on the walls and the phsychotic robot narrating the challenges as you go. I realize that not all games have tha phsychotic robot but there is usually a way that simple instructions can be placed in the game to show you what you need to know; and if i don't know what button does what it's as simple as "start" "options" "controls". I don't need a five minute intro on how to walk and jump. If you've played neverwinter nights they do an amazing job of providing an informative game introduction that puts you in the action fairly quickly. You can breeze through this intro or skip it alltogether if you've been through it once before. 

That night was truly epic... the birth of Fort Kickass Online... the minecraft server where you're authority is not recognized lol

Bmob
January 31, 2012

Oddly enough, those games that hold your hand so emphatically are no easier to play for non-gamers. Even something as easy to control as the aforementioned Hot Pursuit can provide a serious challenge for anyone not used to the physics of a 3D video game environment. After all, the tutorial doesn't really teach you how to play, and if that's the case, what's the point in wasting so much time?

I actually think Final Fantasy XIII is a good example of a game that teaches the player on the fly. I'm sure this element would have been much less maligned if it wasn't for its combination with the game's linearity.

Instead of holding your hand too much, dumping you in an environment without so much as an introduction, or even taking a more reasoned middleground, The Last Remnant takes things in a wildly different direction. It tells you what to do, except it doesn't tell you the truth. If you follow the game's advice, you likely won't be able to complete it. If you do the opposite, you can powerlevel and crush your enemies without effort. How's THAT for a weird system?

Robsavillo
February 03, 2012

I would recommend Monster Hunter Tri for you, Jarrod. I've picked this up again (and somehow crammed in another 60 hours in the last couple of months), and Capcom takes the slow approach you discuss with regards to Super Mario 3D Land.

You'll start out with only a few options -- easy quests that demonstrate the importance of gathering materials from the environment and slain monsters before throwing you into your first fight with a large monster. And in the dialogue (taking a bit from the subtle approach I mention in my other comment), the game drops really obvious hints about what you can do with the various things you collect. And there's no frustratingly long, drawn-out text that you're forced to go through.

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February 03, 2012

Hmm, I can sort of see where you're going, Jarrod, but I do have to point out that the line "This has been a growing trend in video games recently" in reference to dumping players into a world with little to no instruction doesn't seem accurate. If anything, the large majority of games these days take hand holding to an extreme. You certainly provided a couple of examples of games that leave you to your own devices (Minecraft, Dark Souls), and I wouldn't argue against you on those at all. But to see a "trend" developing makes me raise an eyebrow. Not that it's your entire argument (you sum that up towards the end of the article, and I can agree with it), but come on. :)

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February 03, 2012

You are right about that and I had a few other examples I intended to use to support that thought but it ended up coming off as repetitve to me. I sided on keeping it brief with both accounts not wanting this to be a huge read. Terraria was another game I wanted to cover but with it being similar to Minecraft it felt like I was covering ground I had been.

On the PC I find the trend to be more frequent, especially when it comes to Indie games which leave out things. Gary's Mod is one that definitely springs to mind here as well as I've spent time there wondering what on Earth I'm supposed to be doing and this becomes even worse when I'm server hopping. Can't tell you how many times I've just left a server because I couldn't figure out what the point was lol.

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February 03, 2012

dude, isn't that what instruction manuals are for?

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