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Tutorials in MMO games are USUALLY welcomed but done harshly become almost an obstacle to the fun of the game. On one hand they will walk you through the basics of the game in (hopefully) minutes and on the other they will but you through some sort of enslaved nightmare akin to going through high school again. I'm working on a game with a tutorial and I debate on where to draw the line.
Should tutorials be totally optional or should you half-force players to go through them in order to get starter items and early bonuses?
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Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
If you have to explain a million little things, someone failed at their job.
in Elite Dangerous you have optional training things you can do and videos you can watch that are separate from the game and I thought that was great, when I wanted to figure something out, I can watch a video that teaches me how to do it or test it out myself without having to die in game(not that mmos have penalties for death anymore).
Interesting. I forgot to consider the modern age where most people will jump onto youtube.com or a wiki and have the details of the game explained to them probably better than any tutorial you can make would have. In depth tutorials don't seem to be too important anymore
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I liked what city of heroes did.
Personally, I would have a game where you gain skills based on content. Put some skills you can only pickup in the tutorial and let anyone to bypass the tutorial.
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EVE is a title which a new player really should complete all tutorials, several times if needed to comprehend the many systems.
But they are optional of course, but probably should not be as in some cases players rage quit without ever really understanding the game.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
So, I believe tutorials of some sort are essential for short term success.
You really want your game to be accessible to everyone. This is one of the major reasons for WoWs initial success - it was the first MMO that made itself accessible to the masses.
However, implementation of a tutorial is going to vary wildly. Do you go for some sort of standalone, instanced tutorial? Do you baby your gamers and hold their hand? Or do you build the tutorial / learning curve into standard gameplay? Can people skip it?
Like @Rusque said, with a well designed and implemented game, you really shouldn't need much tutorials. I think in a perfect game, how you play a game (combat, travel, movement etc) should all be intuitive. What you do in a game may still need tutorials. For example, when I first played and launched SWG xmas 03, it was obvious how to play the game (wasd movement, F1-F12 actions etc), but I didn't have a clue what to do! If it had explained mission terminels, grinding mobs, selecting professions, auction houses etc it would have made my first few hours / days far more enjoyable.
What I'd love to see is an expanded pop-up type feature, where a mouse-over brings up a pop-up, with the ability to expand into an extended demo for that specific feature. The pop-up also can be streamlined to omit the prompt for the demo/help/tutorial once I'm finished with the tutorial.
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