I was writing a Reddit post and thought "y'know what, this sounds like the kind of thing I should be putting on my blog," so here it is with zero editing, as usual.
As a player slash sometimes-designer, I'm not shocked in the slightest. Games that do tell you what to do are so much easier to pick up and get right into. I want to learn how to move, jump, shoot, interact, one button at a time. I don't want to look up what the buttons do beforehand and hope I remember it all with zero context for my actions. Flash games are an extremely good way to get a lot of intro sequences very quickly, and the good ones very seamlessly get you quickly into the game itself.
But, I do agree that having that optional screen is much better than having nothing at all. And having an optional screen of "advanced tactics" can be helpful. I'd say there's a heirarchy of good-design with respect to tutorials. From best to worst:
So, Demons' Souls actually has a pretty crappy tutorial. Dark Souls, however, has a brilliant tutorial, all because it has better-tuned difficulty, along with a more-educational structure. It does still have a fairly lethal tutorial, in that you can go from full health to none in a single poorly-understood encounter, which is good because it means players need to wrap their heads around how that fight works before they can succeed at the level as a whole.
So yeah, Dark Souls teaches a very complicated game with a very straightforward and transparent tutorial.
As a player slash sometimes-designer, I'm not shocked in the slightest. Games that do tell you what to do are so much easier to pick up and get right into. I want to learn how to move, jump, shoot, interact, one button at a time. I don't want to look up what the buttons do beforehand and hope I remember it all with zero context for my actions. Flash games are an extremely good way to get a lot of intro sequences very quickly, and the good ones very seamlessly get you quickly into the game itself.
But, I do agree that having that optional screen is much better than having nothing at all. And having an optional screen of "advanced tactics" can be helpful. I'd say there's a heirarchy of good-design with respect to tutorials. From best to worst:
- No-text subtle nudges and level design that guarantees players pick up on the mechanics
- Seamless integration of textual instructions that don't take control from the player so advanced players can speed right through
- Obvious, optional tutorials so that people who can figure it out on their own can do so, but people who get stuck can get help
- Mandatory tutorials that explain how to do something and don't let you through without you first showing you understood the mechanic
- Mandatory tutorials that explain how to do something once without letting you try it out and there's no way to get another explanation if you missed it the first time
- Tutorials that explain how everything in the game works all at once in excruciating detail, before you have any real context for how the game plays
- "Eh, they'll figure it out"
So, Demons' Souls actually has a pretty crappy tutorial. Dark Souls, however, has a brilliant tutorial, all because it has better-tuned difficulty, along with a more-educational structure. It does still have a fairly lethal tutorial, in that you can go from full health to none in a single poorly-understood encounter, which is good because it means players need to wrap their heads around how that fight works before they can succeed at the level as a whole.
So yeah, Dark Souls teaches a very complicated game with a very straightforward and transparent tutorial.