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Teaching Game Rules Naturally

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Friday, May 07, 2010

Editor's note: Joe thinks that game tutorials do too much hand-holding these days. Do you agree? Click the "Comments" link with your left mouse button to add your opinion. -Brett


After the opening cut scene of the 1998 Sega Saturn RPG Panzer Dragoon Saga, you're subjected to a seemingly random bit of gameplay. It's the first time you're given control of the protagonist, Edge. He stands in a narrow hallway. Brown, pixelated walls warp and stutter as the Saturn's processors desperately maintain the scene.

The view from over Edge's shoulder reveals walls on either side that extend into darkness. There is only one way to go: forward. But how? Most gamers would assume you simply press up on the d-pad (they'd be right). Others may begin to fumble with the controls, pressing buttons until they get the desired result. Eventually they'd figure it out, and no matter how long they took, they'd never be punished and they'd never be condescended to.

As Edge proceeds, the end of the hall comes into view. There are strange objects in the room, and naturally, they must be interacted with. Again, players begin fumbling around with the buttons. They find functions: a run button, camera rotation, and a cursor to interact with objects.

Highlighting an object, they may find it is too far away, but they've learned that Edge will give insight on something no matter what the distance. They get closer to the mysterious white box in the room, opening it to reveal an elevator key. They now know these objects contain items. They use the elevator key and the next cut scene begins.

At this point, the player has watched a 10-minute intro, walked into an elevator, and then watched another cut scene. This bit of gameplay spliced into the game's introduction seems inconsequential. And yet without an obvious tutorial or dialog box, the player has learned the basics of interacting with the game.

 

Panzer Dragoon Saga perfectly represents the primordial ooze that eventually became the games we play today. This was a game ahead of its time, and its early influences can be seen in many modern games. But the brilliance of this opening scene has come and gone -- a forgotten example of elegant game design.

Most modern games opt instead to talk down to their players. A similar sequence plays out, but even the most basic commands are explained through graphics rather than gameplay and experimentation: "Press Left Stick to Run," "Press A to Jump," etc.

With game controls becoming more and more standardized, there's more opportunity than ever for experimental tutorials, but they're incredibly rare. How many first-person games begin with one low obstacle and one high obstacle followed by a "Press A to Jump" or "Press Left Stick to Crouch" prompt? How many full-screen, action-halting splash pages must we endure before developers realize how badly they are breaking immersion?

Lazy tutorials stem from a fear that gamers will get frustrated and quit. And it could be that an unfortunate few fired up Panzer Dragoon Saga and spent hours lost in that tiny hallway. But that's a chance the developers took, allowing the majority of players to figure out the rules in an elegant, natural fashion.

Now it would feel dishonest to go any further without addressing Panzer Dragoon Saga's extensive combat tutorial. Fifteen minutes later, players are introduced to the game's RPG combat system through an itemized list of multi-paragraph tutorials -- exactly the kind of thing I'm suggesting developers avoid. But again, Saga came out during a time of growth. The developers toolbox was not as rigidly defined as it is now, and RPG battle systems tend to be based on abstract ideas.

But there's nothing abstract about pressing one button and getting a response. While it may be important to explain more complex ideas, game developers should leave some concepts to experimentation and discovery.

This goes beyond controls and into more general concepts like the rules of the game's world and enemies. Imagine if a prompt in Halo explained that smaller enemies scatter when their leader is killed. Or if in Dead Space you were told that the regenerating mutant was an invincible predator before you started wasting clips on it.

The problem is that this is already starting to happen. BioShock 2, for example, explains just about everything through on-screen prompts and audio warnings several times in advance.

If games continue down this road, they will lose any sense of discovery or experimentation. The artistic merit of game design will be watered down with quick-and-dirty text prompts and guide arrows.

Perhaps this is only a phase. Consider the abundant opening tutorials of the last generation: All too often, players were subjected to barren, soulless, and extensive tutorials before they could even play the game. Modern games work these tutorials neatly into the gameplay, allowing players to become engrossed in the characters and world while they're being taught. In that sense, modern games could merely be a stepping stone towards smarter, more natural game design.

I imagine a future where each new video game world offers an opportunity for discovery, a chance to experiment and explore. It would be a future where only the most abstract concepts are explained and text prompts are kept to their absolute minimums. Instead, games will teach their rules visually through level design, artificial intelligence, and clever scripting. They'll treat their players as intelligent problem-solvers, not mindless spectators.

Games are the realm of thinking people. Let's keep it that way.

 
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Comments (4)
Mikeshadesbitmob0611
April 29, 2010

I'm privy to some conversations that professional game writers have, and I can tell you that the consensus is that narrative is best when it doesn't beat the player over the head. Like you suggest, teaching the player in an organic way is much better than text prompts.

The trend right now is towards story-appropriate audio delivery and environmental instruction. While the Bioshock example needs some work, as you said, it's a powerful tool, so long as you're being told information that makes sense to the story -- ie, "shoot her in the back!" as opposed to "press the right trigger when you've got her in your crosshairs by using the right stick!". Organic.

Environmental instruction on par with your PDS example is the best way. Super Metroid made great use of this. Watching the ostrich demonstrate the speed booster jump is a great example, but most of the instruction is subtle, like the way a challenge is generally placed right after getting a new item that requires you to use that item to get by. In the end, the player gets a tacit understanding of the item's use. That's applied experience, and that lasts forever.

Dcswirlonly_bigger
May 08, 2010

I would like this post five times if I could.

My number one problem with games this console generation is that they treat me like an idiot. I understand that games need to be more accessible to catch a wider audience, but throwing in overbearing tutorials isn't the way to do it.

For a game to be truly accessible it needs to be relatively simple and intuitive from the ground up. If you need to be talked down to in order to understand the basic gameplay mechanics of a game, that just shows how badly designed it is.

I also totally agree about how this is taking away part of the sense of discovery in games. I've actually started skipping and disabling tutorials in any game that let's me in an attempt to regain that sense.

Me_square
May 08, 2010

I like anytime somebody writes about PDS!

Jason_wilson
May 18, 2010

Joe! Check your e-mail!

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