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215,104 Views • Premiered Jul 5, 2022 • Click to toggle off description
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The 4 rules of the onboarding process (don't say tutorial, it puts people off)

1 - introduce a mechanic in a safe place, then require the player to use it to progress.

2 - combine multiple previous mechanics into a stacked puzzle.

3 - present this information with graphical, audio and narrative consistency to the rest of your game.

4 - do this within the opening of your game, not a separate area, so the player feels they're playing the game, not learning the game.

Thank you to the Patreon supporters and Twitch subs who keep the channel alive :)
Metadata And Engagement

Views : 215,104
Genre: Entertainment
Date of upload: Premiered Jul 5, 2022 ^^


Rating : 4.964 (95/10,596 LTDR)
RYD date created : 2024-05-12T07:19:51.738342Z
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YouTube Comments - 984 Comments

Top Comments of this video!! :3

@rhodriconnor

1 year ago

Love how Hayes reviewed SWTOR, saw the terrible tutorial, then made a whole video breaking down an effective tutorial.

948 |

@mouseymedic

1 year ago

One thing with the Dark Souls tutorial, is that the boulder will almost always hurt a new player, so when they get the estus and told to use it, they can see their health increase as a result.

136 |

@p_booth_fan

1 year ago

Just the sight of a portal test chamber brings me joy.

175 |

@primecalibur

1 year ago

I always find it interesting watching people that have never played a game try one out - you start to realize how much is taken for granted, like being able to navigate and comprehend 3D space in the game.

35 |

@FistingGuru

1 year ago

John Romero used to say that the first level in the game was the last level he designed. By that time, you already know what the whole game is going to play like, and you can use that knowledge to weave it all together seamlessly. It works perfectly for somewhat simple games like Commander Keen and DOOM, and I'd like to think that it still works for more advanced or narrative-driven games. Thoughts?

277 |

@atraxian5881

1 year ago

One of my friends gave up on Monster Hunter Rise because he got overwhelmed by all the mechanics you can interact while having pretty much 0 tutorials. Especially how weapons work and which are their movesets. As a veteran I really no longer think about that, but it reminded me how not having gradual introductions to the main mechanics of a game can turn many potential players away.

80 |

@Kim_Lund

1 year ago

I love how, having grown up with games, I'm just taking these systems for granted and remember being annoyed with some and instantly engaged by others without knowing why. Either I have just been ignoring the obvious to not ruin the illusion or well I'm just not very good at reflecting over my hobby. xD At any rate, thanks for a very informative upload. Hail the shadow cabal

320 |

@Hennesg

1 year ago

I cant comprehend how Josh puts out so much content at such a high frequency thats over 40 minutes long every time. That man is a workhorse

162 |

@windingtwilight

1 year ago

It's amazing to me that Guild Wars 1 had such an incredible "tutorial island", so much so that people spent YEARS min maxing and living in it as a main point of playing the game and never leaving it for the pure enjoyment of it.

161 |

@zincgoblin7538

1 year ago

I will always praise Prey 2017 for it's tutorial and how integrated it is into the story. It starts in a bedroom with mundane objects to loot from, introduces interacting with objects before leaving the room. Later after cinematic trailer and studio/game name drop, it introduces three things that people still do not know if it's foreshadowing or something deeper to the game or straight up a surface level tutorial. It has the player pick up three objects and throw them, vault over an object, and hide. That is the fundamentals of the game and they turned it into a story driven point that people debate if it was the player suppose to use typhoid skills or not. After that it goes into combat in the smoothest way possible. I loved Prey tutorial. The best I've seen probably.

30 |

@naswinger

1 year ago

the deadspace introduction is so great because you get to complete an actually meaningful task on your own while other games often just babysit you and give you irrelevant things to do like in a checklist

108 |

@maximedemers3467

1 year ago

A tutorial I liked is the one from Legend of Zelda Twilight Princess. It is not only the tutorial for various actions, but it also tells the story of Link's calm and peaceful life before the adventure. It shows the relationships of the village of Ordon. It makes the start of the actual adventure all the more jarring because you can see how much things changed for Link. For a story-driven game it is a great tutorial/prologue. Another I really liked was for Star Wars Empire at War, a RTS. The tutorials were connected somewhat to the story/campaigns and meant for single-player mode, but it was interactive and taught you well many mechanics. You control both factions both in space and on the ground, so you get a better idea of early game, while keeping the later units locked for some fun discovering it. And the tutorial is split into segments so a players does not need to replay the entire thing if they forgot about a certain mechanic. But the tutorials were separated from the campaign, so experienced players did not have to do them again if they started a new campaign. Which I did not disagree with.

5 |

@ThatHomestar

1 year ago

While it is a good idea to seamlessly blend tutorial and initial gameplay, I still have a soft spot for stuff like the Hazard Course in Half-Life, which is an in-universe training grounds for people to get familiar with the HEV Suit, and in turn the game and its mechanics.

75 |

@ultgamercw6759

1 year ago

Breath of the wild is one of the best tutorials id say because it manages to feel like a core part of the game. It might close off a smaller area of the map but it's still large enough for the player to get a feel for exploring and it's set up in a way that's safe enough so they won't die instantly and have to face mechanics before explaining out into the rest of the game.

12 |

@Veridiano02

1 year ago

I still love the intro section of Doom, the first remake. After finishing the basic tutorial about how to do stuff, a voice in an elevator introduces himself as the lead scientist and tells us "I'm gonna explain what happened here", and then our character proceeds to punch the terminal and get out of the elevator. That "I don't give a fuck about the lore, I just want to shoot things" in a shooter was lovely.

26 |

@cadehill7961

1 year ago

I think one of the best things about Dark Souls’s tutorial area is that you can come back later when it becomes a tougher area which makes it feel important to the story rather than just a one-off tutorial area. I wish more games had you go back to starting areas like this.

20 |

@ultimate1410

1 year ago

Titanfall 2 definitely has one of the most memorable tutorial levels next to Dead Space. Not only did it have a dedicated tutorial level, but also a hidden tutorial by the second level (though the later half of BT-7274 felt a bit dragging)

81 |

@KhorneMarine

1 year ago

Welcome to the single-player campaign of Dawn of War: Dark Crusade. These tutorial windows will guide you through the first two turns of play and introduce key features of this all-new campaign mode. Your goal is to conquer the Planet Kronus. This world's inhabited continent is divided into twenty-five provinces. Your conquest of the planet will happen one province at a time. The campaign map is your major interface for directing your troops' strategic moves. Individual battles are fought on the smaller-scaled battle map.

105 |

@Exil22

1 year ago

I always felt that Jak 1 had a good tutorial Has a lot of voice over and cut scenes to help explain things easily. It shows you what Blue and Green eco do (which are the only 2 ecos for the first bit of the game) And you don't feel like your progress was wasted or you just had to "get through" the tutorial because the power cells gained IN the tutorial actually count towards your total.

118 |

@kicsiduda

1 year ago

I really liked the first level in DMC4. It teaches you about basic combat while in a bossfight against Dante, who taunts you constantly and let's you do combos. You gain new abilities trough sick cutscenes which you can immediately use after. It fits Dante's character to toy around with Nero. After the tutorial part ends, both of you get a healthbar and the real fight begins, which is really easy. (You'll fight Dante again later in the game and it will be a true test of skills) The 2nd level let's you use your real sword with a more abilites, let's you use all your skills combined. In the second room you can see a barely hidden item which teaches about exploration. Shortly after that some enemies ambush you, teaching you that if there is a room, there probably will be enemies. After that, you gain the hook ability, you use it during some mild platforming section. Also you saw an item just before you gained the hook ability, so you can go back and pick it up with that. You fight some more enemies, you hook them up to you, you are strong AF. At the end you see a "combo-judge-training dummy" which gives you a valuable item. It basicaly forces you to learn the style meter, to use all your abilities and not just spam one attack. Then you can upgrade or purchase new abilites at the statue next to the dummy. The boss at the end of the level is a huge fire demon. You naturaly use the hook ability, but instead of pulling it close to you, you pull yourself close to him. So you learn that big enemies can't be pulled, but the hook is still useful. During the fight you'll also learn that air combos are very useful. DMC4 was my first dmc game, I had no idea about it's combat style, but I could jump in without basicaly any problem. (The only problem was the tutorial's lack of keyboard explanation and it expected me to use a controller. It took me a few minutes to understand what "LS" meant, because I never had a controller before.)

10 |

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