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Don't Assume Players Are Stupid

Closure designer Tyler Glaiel finds the response to his own game, and what it says about modern game design, kind of depressing.

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Super Metroid is mighty impressive in ways you may not notice, especially if you only played it as a teenager.

Before entering the room containing the destructive Plasma Beam, there’s a pile of goo requiring several shots. Samus--well, the player--enters the room, and finds the Plasma Beam waiting for them in the corner. Like almost everything in Super Metroid, once you’ve acquired the Plasma Beam, that’s it--triumphant music, and you’re back in the world. There’s no tutorial explaining why it’s useful, but the moment you leave the room, the pile of goo is back, but with a twist. The first shot from Plasma Beam freezes it, and the second one blows the whole thing up. Voila.

Today, that moment would have several minutes making totally sure players know what the Plasma Beam does.

"Lots of people applauding closure for not assuming the player is stupid,” wrote designer Tyler Glaiel on Twitter a few days after the launch of Closure, the game he’d been working on for the past three years.

The comment struck me, and I connected with him on Skype, and asked Glaiel to elaborate.

“That’s a comment that shouldn’t even need to be a comment,” he said. “It’s just sad that so many other games don’t do that, but it’s become a plus for games when it should just be expected out of them.”

Glaiel pointed to Super Metroid as an inspiration for Closure’s own design philosophy, a game that goes out of its way to avoid holding the player’s hand, while also ensuring they are completely informed.

Fez, possibly the most talked about game this year, arguably has a different game hidden inside, one that definitely doesn’t assume the player is stupid. Besides one or two pieces, the information required to put together the grand revelations within Fez are staring you in the face. You just need to piece it together. When you do, it’s gratifying.

The Flash version of the game is recognizably similar, but obviously mechanically evolved.
The Flash version of the game is recognizably similar, but obviously mechanically evolved.

Closure started as a Flash game, and you can still play it on Newgrounds. Glaiel and artist Jon Schubbe decided to expand on the concept, a development path very similar to Super Meat Boy. Glaiel and Schubbe didn’t work on Closure full-time for nearly a year a half, partially explaining why the game took so long, even after winning several Independent Games Festival awards in 2010.

I wondered whether this assertion the player deserves to be challenged was a conscious invoking of the more exploratory design of the earliest video games, but Glaiel didn’t really buy that argument. Some games, like Super Metroid, communicate instructions without being frustrating, but not all of them.

“Older games just didn’t explain anything, which ended up being a problem in some situations,” he said. “You end up with games like Zelda 1, which are really, really hard to understand, even though people like that game. I’m not a huge fan of it. Older games didn’t explain anything and newer ones [like Closure] are trying to explain everything that they can without using too much text or instructions. It’s slightly different.”

Interestingly, both games are from Nintendo.

There is no text in Closure, a decision that came about for two reasons. Most importantly, adding text would require localization, and the team didn’t have time or resources for it.

“It’s something that you should usually try to do with most games, even if you end up having to fall back on text, in the end,” he said. “If you can explain your game without text, it helps a lot.”

Closure never ended up having to add text, and avoiding localization logistics forced the team to construct creative solutions to obstacles encountered during playtesting. If players didn’t understand something the game was trying to tell them, the team tried to invent visual effects to aid with communication.

When players didn’t know when they could pick up orbs, a key component to solving puzzles, an outline was added to orbs when it was possible to grab them. Solved. When it was unclear pedestals moved back to their original position after removing an orb, a light source was added to then, visually informing players of movement. Solved.

Many of these solutions came from watching players work through the tutorial stages (which aren’t even labeled as tutorial stages, it’s just how the game opens), and making sure that was perfect.

Glaiel believes Zelda doesn't explain enough, while most modern games explain too much.
Glaiel believes Zelda doesn't explain enough, while most modern games explain too much.

But nothing can be perfect, and eventually puzzles have to leave the nest. Once the main stages in Closure are completed, a set of challenge rooms open up. Glaiel figured the rooms would be too tough for the quality assurance department, so he tasked his testers with capturing video footage to send over with the game.

Cue shock: the footage that came back showed players implementing solutions that weren't the ones Glaiel intended.

“I watched the video walkthrough that they did and they were solving puzzles the...wrong way,” he laughed. “Their solutions were ones that I didn’t even know were possible, but almost none of them were easy solutions--they were all more difficult than the actual solutions.”

There’s a reason those challenge rooms are so tough, too. They were designed as development wrapped, when Glaiel was simply tired. Three years in, he couldn't be sure what was interesting anymore. The mechanics had lost meaning, and he'd design half of a room, ones that shouldn’t have the tools to be solved. Then, he’d tried to make it work. If there was a way to crack the room, it went in the pile.

The real test came when it was released, and his dad played it. His father had seen the game but barely played it, and Glaiel said he didn’t play many games. His dad managed to make it through the entire game and all but the final, excruciating challenge room. But there was a good reason: a last-minute glitch made one jump absurdly hard.

“It’s the one that everybody gets stuck on,” he said. “It’s understandable, I’m surprised he got that far!”

Patrick Klepek on Google+

163 Comments

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sp1k3_b0i

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Edited By sp1k3_b0i

I would love it if games could do away with tutorials entirely the sooner i can start playing and enjoying the game the better

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AndrewB

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Edited By AndrewB

I was just thinking about how so many games needlessly hand-hold the player, and how many games could actually be better by letting the player explore the mechanics and learn things themselves.

The specific case that got me thinking was Pushmo/Pullblox/引ク押ス. There was only one mechanic that might have taken me a little bit longer to figure out (pulling from the side), but the rest were all things I'd have already known to do or could have figured out with a few seconds of messing around with the controls. And yet I had to sit through an entire set of tutorial levels without the option to skip them (and there's a lot of tedious "story" text that goes on and on...).

The game itself is awesome, by the way (of course).

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MormonWarrior

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Edited By MormonWarrior

@HockeyJohnston said:

This weird fetish for the original LoZ when the each and every Zelda game after it improved the formula in every possible way (including eliminating the obtuse silliness that essentially padded out the experience) has become an epidemic in the indie community. Guys, being confusing is not a merit.

This, to an extent, is exactly how I feel. If a game properly conveys, through its world and gameplay and without text, how to play it and what your objective is, then it succeeds. I'm pretty sure that without the wikis available for it to point me in a direction (any freaking direction) and explain some basic game mechanics, I wouldn't like Dark Souls like I do. I explore a bunch and see things through, but I don't like just blindly wasting things for no reason only to learn it was vital later on.

And yeah, Link to the Past is where Zelda got really good. The original two were super padded out by being cryptic and old fashioned. Nothing superior about that. LttP didn't overbearingly hold your hand, but it pointed you in a direction at least and gave you some basic instructions on how things worked.

Although I'd have to disagree about Metroid, Hockey. I think Super Metroid is the best Super Nintendo game by a mile, even with the numerous masterpiece titles on that system. Part of the Metroid style game is that of feeling lost...that's the point of that style of genre. Not like the original game, which had identical areas all over and no map, but like Super Metroid, which gives you the tools to recall where you've been and where you couldn't advance before. I didn't have issues playing through it when I just explored like it was meant to be.

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Fozimuth

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Edited By Fozimuth

This is something Nintendo is incredibly guilty of.  Super Mario Galaxy had rather unobtrusive text telling you what to do, because who doesn't know how to play a Mario game?  You approach a Luma or a space bunny, it tells you what to do with a pop-up dialogue box, and you do it.  Skip forward to Skyward Sword, and you can't just press the button.  You have to be stopped, Fi tells you that there's something in the way, tells you what to do, explains HOW TO DO IT, makes you do it, and then EXPLAINS WHAT YOU JUST DID before saying you may need to do it again.  Dowsing probably the worst offender.  Also, telling you the answer to something just after you've put it together yourself through the amazing power of logic.  Where's the fun in that?

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shishkebab09

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Edited By shishkebab09

@Xeirus said:

@Brackynews said:

Egoraptor is godly on this topic. 20 minutes well fucking spent.

"Mavis Bacon: Number Munch."

I looove that video, it's the first thing that came to my mind when reading this, good call.

First thing that came to my mind as well. A must watch. This is an issue I've been struggling with for a long time and party of the reason I shower so much praise upon Demon's Souls.

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LordAndrew

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Edited By LordAndrew

@Fozimuth said:

This is something Nintendo is incredibly guilty of. Super Mario Galaxy had rather unobtrusive text telling you what to do, because who doesn't know how to play a Mario game? You approach a Luma or a space bunny, it tells you what to do with a pop-up dialogue box, and you do it. Skip forward to Skyward Sword, and you can't just press the button. You have to be stopped, Fi tells you that there's something in the way, tells you what to do, explains HOW TO DO IT, makes you do it, and then EXPLAINS WHAT YOU JUST DID before saying you may need to do it again. Dowsing probably the worst offender. Also, telling you the answer to something just after you've put it together yourself through the amazing power of logic. Where's the fun in that?

Master, there is an 80% probabilty that you will need to do the thing I just explained to you twenty seconds ago.

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EndlessLotus

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Edited By EndlessLotus

So there's a glitch that nearly keeps you from completing the game....

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Swiftopian

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Edited By Swiftopian

Super Metroid = BEST GAME EVER.

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BabelTower

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Edited By BabelTower

@onan said:

I'm willing to tolerate hand-holding in modern gaming because it makes multi-million dollar blockbusters possible by expanding the market. I also like not having to refer back to the manual constantly. Up until the end of the PS2/Xbox era I was still reading manuals cover to cover out of habit because of it, just because I didn't want to miss anything.

By the same token, not all books need to be challenging. Some of my favorite books have been easy, summer reads.

I do agree that there's a lot of times when hand-holding is appreciated. Having implemented, contextual tutorial-texts shown, giving you the game mechanics on a silver-platter so to speak, is nothing offensive afterall. But I have noticed that there's more and more games seems to almost never let the hand go of you, forcing you to pace yourself to their games instead the other way. As I am believe in choice and such... well, it would be nice to have it all optional.

I know that a lot of games to keep it optional and such, but still I feel that there's too much blatant and obvious text, either reminding you of stuff you already know or stuff like how to move your character, that annoys me from time to time.

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TheElliotBee

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Edited By TheElliotBee

@dprabon said:

hmm... I enjoy these articles Patrick Klepek puts up.

Correction: hmm... I enjoy these articles Trick Klepek puts up.

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yukoasho

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Edited By yukoasho

@whyareyoucrouchingspock said:

If you look at Call Of Duty and then you look at the sales of Empire: Total War, aiming at the lowest common denominator (dude bro's) brings in far more sales than a sophisticated game designed for mature minds. From a bussiness standpoint with millions of bucks thrown in, it's logical. All the best selling games aim for children, casuals or people who wear a cap sideways and play gears of war, Call of Duty or other (i'm totally not gay, honest) macho man titles while smoking drugs. For sophisticated intelligent games, these are mostly found on the pc. Specifically simulators and strategy games. Many pc titles that once had a mature mind as the target audience are now aiming for what I mentioned above. Crysis 2 and Dragon Age 2 are good examples of this.

Even look at gaming media websites, they do the exact same thing as games. Slap hawt womenz all over the place and young adults males down with the kids you are suppose to identify with. Gamespot is a good example. Check out the staff and 99% of them (the ones that are shown) look like they have barely started growin facial hair. Along with obligitory hawt woman next to them. Thats gaming sadly.

Wow, does it hurt having your head as far up your ass as you apparently do?

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bellmont42

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Edited By bellmont42

@YukoAsho said:

@whyareyoucrouchingspock said:

If you look at Call Of Duty and then you look at the sales of Empire: Total War, aiming at the lowest common denominator (dude bro's) brings in far more sales than a sophisticated game designed for mature minds. From a bussiness standpoint with millions of bucks thrown in, it's logical. All the best selling games aim for children, casuals or people who wear a cap sideways and play gears of war, Call of Duty or other (i'm totally not gay, honest) macho man titles while smoking drugs. For sophisticated intelligent games, these are mostly found on the pc. Specifically simulators and strategy games. Many pc titles that once had a mature mind as the target audience are now aiming for what I mentioned above. Crysis 2 and Dragon Age 2 are good examples of this.

Even look at gaming media websites, they do the exact same thing as games. Slap hawt womenz all over the place and young adults males down with the kids you are suppose to identify with. Gamespot is a good example. Check out the staff and 99% of them (the ones that are shown) look like they have barely started growin facial hair. Along with obligitory hawt woman next to them. Thats gaming sadly.

Wow, does it hurt having your head as far up your ass as you apparently do?

He isn't wrong... I know gamers that fit every one of those descriptions AND they play those games.

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yukoasho

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Edited By yukoasho

@bellmont42: You'll have to forgive me for thinking that people who judge others based on the games they like are a bit touched in the head. I'm no fan of simulator type gameplay and like FPSes, which, if we take that hilariously bad text at face value, makes me a moron.

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Edited By envane

See using Empire: Total War , is a bad example , reallly bad. compared to other grand strategy games , the total war campaigns feel like they WERE made for idiots , because its well known that any serious wargamer craves realism , and total war games are an anacrhonistic pile of wardogs . the developers keep treating the player base like idiots , shogun 2 has been handled better but still lacks the quality and polish in its campaign that fan mods bring to the table.

if you had used hearts of iron vs ww2era call of duty , mabye youd have a case

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the_OFFICIAL_jAPanese_teaBAG

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@Humanity said:

@dprabon said:

hmm... I enjoy these articles Patrick Klepek puts up.

What else do you enjoy?

Your mom.  Ok no in all seriousness, I enjoyed this article too!  
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Edited By Draxyle

Nintendo has definitely been bad with this lately. I have to echo the sentiments of Skyward Sword being an egregious example of a game that tutorializes you to death. When Fi was actually bothering me to tell me that I was low on hearts, I really had to wonder who Nintendo was making this game for. Zelda is not a "babies first videogame" series by any stretch of the imagination.

Even my mother, who never plays videogames, got annoyed at Wii Fit because it talks way too much. They really got to cut this out.

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Manatassi

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Edited By Manatassi

@bellmont42 said:

@YukoAsho said:

@whyareyoucrouchingspock said:

If you look at Call Of Duty and then you look at the sales of Empire: Total War, aiming at the lowest common denominator (dude bro's) brings in far more sales than a sophisticated game designed for mature minds. From a bussiness standpoint with millions of bucks thrown in, it's logical. All the best selling games aim for children, casuals or people who wear a cap sideways and play gears of war, Call of Duty or other (i'm totally not gay, honest) macho man titles while smoking drugs. For sophisticated intelligent games, these are mostly found on the pc. Specifically simulators and strategy games. Many pc titles that once had a mature mind as the target audience are now aiming for what I mentioned above. Crysis 2 and Dragon Age 2 are good examples of this.

Even look at gaming media websites, they do the exact same thing as games. Slap hawt womenz all over the place and young adults males down with the kids you are suppose to identify with. Gamespot is a good example. Check out the staff and 99% of them (the ones that are shown) look like they have barely started growin facial hair. Along with obligitory hawt woman next to them. Thats gaming sadly.

Wow, does it hurt having your head as far up your ass as you apparently do?

He isn't wrong... I know gamers that fit every one of those descriptions AND they play those games.

He is however perpetuating an unproductive stereotype. I happen to play Gears of War and like it a lot I also enjoyed Civ V and happen to like Fez... there is a broad audience out there. Unfortunately there are extremely few games out there that aren't failing miserably in some extremely important design areas.

The current idea of a front loaded Tutorial... quite frankly idiotic design.

The whole PC games have more "intelligent" design is absurd also and completely missing the idea here. Case in point the example in the article given was Metroid... Not a PC game. In-fact the PC games you are giving examples of are some of the worst offenders in the area of poorly designed learning and overly complex interfaces.

The nature of the PC keyboard and mouse interface allows PC game designers to not streamline their design methods in the same way many Console games do ending up with a clumsy interface with overly complex Tutorials to go with them. The opposite of the point the article is making.

I'm not having a go at PC games btw I enjoy playing them. However the platform issue is mute and distracts from the real point here.

A game should be able to teach you how to play it intuitively, resorting to tutorials as the last resort.

This can be easier for games like Closure, as the mechanics are in some ways simpler than many bigger games. However modern games do spend far too much time telling you what to press rather than giving you a little space to explore an area and using visual cues to guide and allow you to experiment with the controls of the game. Good design gives you a new feature and then a safe and interesting way to try out the feature on your own before moving back into the game with the new skill you just learned. You don't have to be a genius for this to be effective, intact often people who are less intelligent or simply less accustomed to playing games will find this a much easier way to learn.

A lot of developers would benefit from hiring some psychologists or really good teachers to help them understand how to communicate with their players and to understand how people actually learn. This isn't something thats going to make a game more complicated or inaccessible to a wider audience in the least, quite the opposite.

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Yeahbuhwhat

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Edited By Yeahbuhwhat

This doesn't have anything to do with players being stupid. No matter how smart you are, sometimes things just won't occur to you the way developers expect or the way they occur to other people. Were old games way less hand-holdy? Absolutely. But I also finished a hell of a lot less games back then, too.

It's a different world today. When we were playing games in the 80s and 90s, you could actually get bored. There was no internet. No smartphones. No DVRs and streaming movie services that allowed you to access movies and TV on your time. If you got stuck in a game, you would beat your head against for a really long time because that was one of one or two things that it was practical to do at that moment.

Nowadays if I'm stuck for a while in a game and load it up a couple days later without making any process again, I'm going to ask myself how important it really is that I progress forward, and more often than not I'll come to the conclusion that I would be better off sinking my time into something worthwhile instead of burning away hours on a game and making zero progress.

There's nothing stupid about valuing your time or choosing to do something else with your time if you're not getting anywhere in what little free time you have to devote to entertainment.

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r3dt1d3

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Edited By r3dt1d3

Activision's Call of Duty mint begs to differ. I'd love for more challening game that presented you with tools rather than just solutions to specific problems. It feels like most games just dole out keys to locked doors but never really challenge you to be creative or master any techniques.

I think Limbo is a pretty good example of explaining things without beating you over the head with how something works. With one exception, every puzzle solution I found completely reasonable and came to by experimentation rather than being told how to do something.

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fallingskyline

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Edited By fallingskyline

nice read, guess i'll have to check out closure after reading this, well once i finished trials evo...

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deactivated-64b8656eaf424

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I find that Closure didn't deliver, because I couldn't find it in PSN store when it was supposedly out (later in EU?), so I couldn't play it.
Haven't checked since, the moment kind of came and went.

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me3639

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Edited By me3639

Idiots only surface because of poor game design, balance, and mechanics.

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Robo

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Edited By Robo

That's one of the things I loved about Fez (not the only example by any means, but the freshest in my mind).

It presents you with this simple platforming gameplay with an interesting rotation gimmick. You get through about half the game with that, then it's as though the game says, "Got it? Great! ...Now fuck you." and tests a set of observational skills you didn't even know you needed.

I like mindless fun as much as the next duder, but it's nice to be challenged a little.

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whyareyoucrouchingspock

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@Manatassi said:

The whole PC games have more "intelligent" design is absurd

At no point did I say this or make this argument.

What my actual argument was... console games are not sophisticated in complexity nor designed to assume the player is reasonably intelligent. Feel free to list any AAA console game released last year that matched Empires scope or depth. Hell... knock yourself out, try any game from the entire life-cycle of the Xbox360.

@Manatassi said:

Unfortunately there are extremely few games out there that aren't failing miserably in some extremely important design areas.

Again, missing the point. It's about the target audience and sales. It's fuckall to do with design other than designing a game aimed at the lowest common denominator. Limiting a game, simplifying it and making gratification easyer is perceived increases sales. The majority of pc titles, even those actually designed for children usually give them more intellectual credit than your average console game.

@Manatassi said:

In-fact the PC games you are giving examples of are some of the worst offenders in the area of poorly designed learning and overly complex interfaces.

I only listed one pc game. And you are wrong by wide margin. Every total war game is a sophisticated game designed for mature minds. Yet it's also highly accessible. This isn't because the gameplay itself is dumbed down like console games aiming at the lowest common denominator. It's because both in real-time and turn based, the game has two advisors telling you each and every mechanic. In fact, I would argue the advisor mechanic in total war is fucking genius. Not only does it inform the player, the characters themselfs (female for turn based and male for real time) are characters themselfs interacting with you making quips and using the dialect of each specific area sporting visual asthetics as well making the game more immersing. Aside from this obviously excellent design, the game also uses campaign tutorials that act as stand alone stories. In the case of Empire it's the birth of America itself. Instructing as well as educating the player through narrative.

@Manatassi said:

The nature of the PC keyboard and mouse interface allows PC game designers to not streamline their design methods in the same way many Console games do ending up with a clumsy interface with overly complex Tutorials to go with them. The opposite of the point the article is making.

This is a very narrow point of view I feel, deep dow in my ballsack. It's not just the control scheme. Is a 12 year old more likely to pick up an xbox360 for Christmas or a £700 hand built pc to play a historically based sophicated pc game about the 1700's? Of course not. It's a game designed for mature minds. Aside from children alot of poorer familys than me own a consoles on the basis they cannot afford to have the same excellent pc I use.

@Manatassi said:

@bellmont42 said:

A game should be able to teach you how to play it intuitively, resorting to tutorials as the last resort.

I would agree that most console games don't require a tutorial. The games are usually incredibly simplistic by nature compared to sophisticated pc titles as I factually stated in my original post. When a strategy game has so many variables it will be guess work. when a simulator has over 250 buttons in the cockpit it will be guess work. Console games being very simplistic in comparison designed with a child like mind at the forefront it's not really an issue for the majority of titles.

@Manatassi said:

A lot of developers would benefit from hiring some psychologists or really good teachers to help them understand how to communicate with their players and to understand how people actually learn. .

Developers use focus groups and play-testing. The majority of the time the design is dictated by players saying "I don't know what to do" or "I don't like this".

Contrary to what you or other aspiring game experts say, gamers do dictate design. Alot of them noobs so they know to set the bar low.

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medacris

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Edited By medacris

It's a little bit of both. There's also games that expect you to figure out everything on your own, and then you end up playing five minutes of them, getting frustrated, and tossing the game aside for years without picking them up again.

Just because your skill level in a game isn't as good as other peoples', or because you can't figure out everything on your own doesn't make you dumb.

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Addfwyn

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Edited By Addfwyn

I appreciate the philosophy. but it really depends on the type of game. For a game that is couched in essentially simple mechanics taken to various degrees of complexity (like Closure) it can work great. Easy to learn, difficult to master. Not all games can be delivered that simply though, and NEED a lot of hand-holding. In many cases, they don't deliver enough of it.

Resonance of Fate was a game guilty of this I feel. I greatly enjoyed it, and it was great to see a solid console JRPG still coming out, but it has some of the most complex battle mechanics I've ever seen and the game just kinda throws you into it. Even spending an hour or two in the pure tutorial section of the Arena wasn't enough to fully grasp the combat. After finishing the game, I'm still not 100% sure I understand how everything works. I don't think I will ever fully grasp all the minute mechanics in Disgaea games without getting a phd in the subject.

Some games need that extensive hand-holding, and it's not necessarily assuming the player is stupid. The more complex the mechanics in your games, the more you may need a small novel worth of explanations. I LOVE those kinds of complex games, but they basically do have to assume the player is stupid. Because in the setting of that game and mechanics, they probably are.

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prestonhedges

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Edited By prestonhedges

See, now this is a good article. Well, except for the spelling and grammar errors.

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yukoasho

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@Sharkington said:

This doesn't have anything to do with players being stupid. No matter how smart you are, sometimes things just won't occur to you the way developers expect or the way they occur to other people. Were old games way less hand-holdy? Absolutely. But I also finished a hell of a lot less games back then, too.

It's a different world today. When we were playing games in the 80s and 90s, you could actually get bored. There was no internet. No smartphones. No DVRs and streaming movie services that allowed you to access movies and TV on your time. If you got stuck in a game, you would beat your head against for a really long time because that was one of one or two things that it was practical to do at that moment.

Nowadays if I'm stuck for a while in a game and load it up a couple days later without making any process again, I'm going to ask myself how important it really is that I progress forward, and more often than not I'll come to the conclusion that I would be better off sinking my time into something worthwhile instead of burning away hours on a game and making zero progress.

There's nothing stupid about valuing your time or choosing to do something else with your time if you're not getting anywhere in what little free time you have to devote to entertainment.

It's not even about time. As you say, it's about just having fun. People may have ideological stances to the contrary, but video games are an entertainment industry. What the more "hardcore" (read: nostalgia-blinded) people here need to understand is that there is no intrinsic value in obnoxious difficulty, obtuse systems or a refusal to explain itself. Indeed, it often gets in the way of the fun (see Armored Core V). It's OK for a game to say "A jumps, R trigger shoots, you can use these chest-high walls to cover yourself" and It's OK for button prompts to pop up to remind you that you can do something in a particular moment. This isn't dumbing down, it's not the Super Guide, it's simply respecting that people would rather be playing your game than struggle to figure out basic operation.

It's this attitude among the more elitist corner of the gaming fandom that gets on my nerves, and the overwhelming majority of "indie" development caters exclusively to this narrow minded idiocy. It's why we have games like Fez, which people can't possibly play all the way through without external sources (you ask me, the most obvious mark of shitty game design). This is just one of the many reasons the indie/downloadable scene is such a time in the overwhelming majority of cases.

And, God damn it, people, stop using every thread as an excuse to hate on Call of Duty. We get it, you don't like the series. Fine. However, don't fucking lie about it to justify your unreasonable hatred. The tutorials are quick and painless, and it doesn't beat you over the head with tutorials, the closest to that being a reminder to reload when your ammo's low. OMG, GAME APOCALYPSE!

Makes me wonder why I even bother reading game websites at all anymore.

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vinsanityv22

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I just remember the opening 3 hours or so of Epic Mickey. Where they bother to teach you THREE TIMES how to jump/double jump, and send you on a fucking obnoxious fetch quest around Mean Street to meet EVERY NPC before the training wheels come off and it can just be a game. Now, I understand that they are making a game that might appeal to everyone including potentially very young children, but the characters don't talk, so it's hypocritical to expect young children playing the game to need their hands held so much yet they're on their own when it comes to reading.

Oh and also, never once mentioned the lock-on system in the game...although in that case, it's pretty broken, so I'm just gonna assume that no one removed it, and the guy making the tutorials was not told it wasn't removed.

In any case, gamers are indeed stupid. I remember when the Wii first came out - for TWO YEARS afterwards, I could see people playing games in store kiosks holding the remote like a tv remote, but playing games that were meant to be played NES style. It's why Nintendo and co. had to start adding those cards at the beginning of games that said "Turn the controller this way, shit-for-brains". And don't get me started on the idiots who play the 360; you can hear nothing but stupidity every time you enter a popular shooter on Xbox Live and allow headset chatter on. Ugh.

Still, I suppose you can't let a few bad apples spoil the whole bunch. I'm sure there are intelligent gamers out there; I'm going to assume to they're just quieter than the morons, and I bet most of them are PC gamers.

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Lazyaza

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This article reminds me of Egoraptors Megaman X video. I don't get annoyed by all the hand holding in modern games as much as other people but it has become pretty absurd. Mass Effect 3s hint system features arrows that literally point in the direction you are able to move >_>

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yukoasho

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@whyareyoucrouchingspock: Still spouting elitist nonsense, I see.

At no point did I say this or make this argument.

What my actual argument was... console games are not sophisticated in complexity nor designed to assume the player is reasonably intelligent. Feel free to list any AAA console game released last year that matched Empires scope or depth. Hell... knock yourself out, try any game from the entire life-cycle of the Xbox360.

That's not what I gathered from your previous post.

If you look at Call Of Duty and then you look at the sales of Empire: Total War, aiming at the lowest common denominator (dude bro's) brings in far more sales than a sophisticated game designed for mature minds.

Come on, now, you're clearly making a judgement about a set of games based on your own prejudices, as well as broad-brushing an entire group of people as immature solely based on the types of games they enjoy.

Again, missing the point. It's about the target audience and sales. It's fuckall to do with design other than designing a game aimed at the lowest common denominator. Limiting a game, simplifying it and making gratification easyer is perceived increases sales. The majority of pc titles, even those actually designed for children usually give them more intellectual credit than your average console game.

I didn't know games were SERIOUS BUSINESS. I thought they were supposed to engage and entertain. Again, you're basing your opinions on nothing more than prejudices and your own personal preferences. Oh, and it's spelled "easier," so maybe you should pull out a sophisticated, mature spell checker.

I would agree that most console games don't require a tutorial. The games are usually incredibly simplistic by nature compared to sophisticated pc titles as I factually stated in my original post. When a strategy game has so many variables it will be guess work. when a simulator has over 250 buttons in the cockpit it will be guess work. Console games being very simplistic in comparison designed with a child like mind at the forefront it's not really an issue for the majority of titles.

So basically, making sure a game's challenge comes from the enemies or puzzles and not from their bullshit, overly fucking complicated control systems is dumbing them down for children, eh? Good to know.

I'm sorry you feel that a game should not be allowed to exist unless every button on the keyboard and several combinations thereof, but that doesn't make you more mature or sophisticated, nor does it make your opinion more worthwhile than anyone else's.

The manner in which you express yourself, however, marks you clearly for all the world to see as the very bottom of the barrel. You are an elitist, narrow-mindeded sort, unable to see past your own insipid dogma, unwilling to accept that anything outside of your wheelhouse possesses any value. You are no different than Roger Ebert, just another tool with his nose in the air as he looks around him wondering why the entire world is dumber than he. And you have no idea that it's not the world that is stupid, but you.

In short, you are a fucking asshole, and a shining example of what is so wrong with so much of gamer culture.

@Manatassi: Unfortunately, I don't think people like whyareyoucroughingspock will ever change their minds. He, like too many other gamers, play games to prove how awesome they are, to grow an e-penis to replace the real one which they lack.

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DSale

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This article doesn't really give me any closure. Was it trying to prove a point? What conclusions do you draw from a story like this?

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Humanity

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Edited By Humanity
@the_OFFICIAL_jAPanese_teaBAG
@Humanity said:

@dprabon said:

hmm... I enjoy these articles Patrick Klepek puts up.

What else do you enjoy?

Your mom.  Ok no in all seriousness, I enjoyed this article too!  
Sicknasty burn..
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gerrid

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Most people are idiots, and give up if something is hard.

That's why I like the rise of the indie game - they're not all trying to sell 10 million copies and appeal to the lowest common denominator, so you can get titles which provide some mental challenge.

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jking47

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Why is this associated with super metroid instead of closure?

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JohnnyAutoFire

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No Caption Provided

It's nice to see some good old fashion level design that teaches the player through the game rather than popping up an instruction screen. I think Journey is another great example. You're thrown into a world without any instructions at all, but you instinctively start moving towards the mountain because it's the only thing that looks different on the horizon.

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@DSale said:

This article doesn't really give me any closure. Was it trying to prove a point? What conclusions do you draw from a story like this?

it ends pretty abruptly. it's either quite clever or just ... bad :)

I like the article overall but if I had handed this in back in my school days, I would've gotten it back with a note saying "where is the closing paragraph?".

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whyareyoucrouchingspock

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@YukoAsho said:

You are no different than Roger Ebert

I'm dissapointed you are unable to comprehend or engage my mature mind in a suitably mature manner. Your angry response is a very good example of this disturbing internet culture I talked about several months ago. Also it should be noted that I own a very strong chin.

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eccentrix

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Edited By eccentrix

It's a shame he found it depressing. I'd like to read that part of the interview.

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Edited By paulunga

OH, Glaiel as in Glaiel-Gamer! I've been playing his flash games for almost a decade now. Nice!

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Edited By GaryDooton

(This post kind of got longer than I expected, but it's interesting. Honest!)

To drag some positives out of the wall of fierce arguments here (or to attempt to take it in a fresh direction), I think the very reason these kinds of discussions are coming up at all is due to an increase in the breadth of interest and the diversification of styles present in videogames today, bringing it closer to being a more legitimate "art form" and drawing it alongside TV shows, movies and books.

Think about it: if someone tells you they love movies, and you love movies too, it is perfectly possible that your respective tastes in movies are incredibly different. This is what is happening with videogames.

For example, last week I watched Alien followed by Aliens for the first time ever (I know, shut up). I adored Alien, the slow, deliberate build of tension, themes and messages being communicated non-verbally, non-obviously to me through lighting, sound and visuals. It was amazing.

However, I hated James Cameron's Aliens. It spends the first 20 minutes doing the movie equivalent of a videogame "hand holding" tutorial section, by cramming in the setup, the story, into that time and using shitty dialogue to say "HERE IS THE BACKSTORY, HERE IS WHAT'S HAPPENING, HERE IS WHERE WE'RE GOING". In the most obvious, explicit way possible.

To draw another parallel, there's a moment in Aliens that can be directly compared to a moment you may experience in a thoroughly focus-tested, large budget, "AAA" title:

As the crew get back on the ship for the first time, to attempt to escape the colony, we see a shot of the docking ramp...thing (the entrance to the ship, basically) and, in the foreground, the sticky Alien goo. For the kind of movie I enjoy watching, this is enough of a clue to tell me they're not alone on the ship: in fact, it's a fucking sledgehammer over the head of a clue. However, to make sure, Cameron makes the actor put his hand in the goo, react and observe it quizzically. OK, we get it, this weird goo stuff is not what you would usually find on this ship. It is incongruous, something is up. Shit is going to go down.

However, Cameron decided to hammer it home to anyone who STILL hasn't got it by making the actor ACTUALLY SAY "HEY, WHAT IS THIS WEIRD GUNKY STUFF?" (or however he puts it). Which made me go "UGH", because I'm a horrible movie snob.

The point is, this can be mapped to, say, a moment in Uncharted 3. You are presented with a climbing puzzle. The first sighting of the goo in Aliens can be mapped to Uncharted in the ledges being more conspicuous and a brighter red than the wall you are to climb. The "actor touching goo" can be mapped to the *HINT* moment where you hit up on the dpad and the camera points at the ledges you are the climb. Finally, the "HEY WHAT IS THIS GOO" moment can be mapped to when you wait even longer and it says "CLIMB THE RED LEDGES TO GET TO THE ROOF".

Although I personally hate being hand held like this, we have to remember that games have come a long way, socially speaking, in the past decade alone. There are arguably more possible variants in taste in gaming than there are in movies these days, and we all know that pretty much everyone watches movies of some kind and had a favourite movie or kind of movie, and this is slowly becoming true of videogames.

TL:DR - although hand holding is desperately annoying to some and seemingly one of the worst trends in gaming today, it is also one of the most encouraging signs that videogaming as a medium is becoming more diverse, more culturally established and more ubiquitous than ever, which can only be a good thing.

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ITSSEXYTIME

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Edited By ITSSEXYTIME

It's an issue of subtlety, not an issue of conveying important gameplay information. One could make the argument that the game still thinks you're stupid in any case, it's just making you feel smart when it's not explicit. Kind of like how Portal 2 is so heavily focus tested that everything just kind of "clicks" and makes sense, but it's also designed so that just about anyone will know exactly what to do at all times. It gives you the feeling that you "figured it out" when it's quietly hitting you over the head with the information.

Good luck explaining to someone how to play a complex strategy game or the mechanics of an RPG without explicit tutorials though.

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dvorak

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Edited By dvorak

Always assume most players are stupid.

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Gordo789

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I hope that more designers start thinking this way. Things started to tip back in the right direction after the success of Demon's Souls. It was like suddenly there was this modern game that demonstrated that players wanted to discover things again.

Maybe I should go buy Closure.

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Nicked

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@HatKing: I think you're right, to a point. In retrospect, my examples weren't great, but what I was getting at is that I think it's OK for a game to tell you what you can do, without telling you how to solve every problem.

When Super MNC launched a week or two ago, there was a "Juice Meter" at the bottom of the screen. There is no tutorial in that game (you have to go to their forums to learn about anything), so for a while I didn't understand what the Juice Meter did. It would fill up and my guy would glow purple and I wasn't sure if I had to activate it or if it activated automatically. I wasn't even sure what it did. After I looked it up, they patched in a flashing "HIT L-CTRL" that comes up when the meters full. The designers needed text to convey that.

That's the sort of situation I'm talking about; when the player is coming to the game with no (or very little) context for a mechanic. The interesting thing isn't how to activate Juice (or how to fly the helicopter), it's how and when the player decides to use it. I think that text is both useful and necessary in most games because they are so dense. The text is what facilitates the kind of learning you're talking about.

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biggiedubs

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@GaryDooton: I think that for every question you direct at a film / game / any type of media, you always have to stop and think about the targeted audience. Alien is a straight up horror film and was always targeted as such. That audience loves what that film is, and has the requisite knowledge of the genre to keep up with the plot / moments / etc. For the most part, if you're going into a horror film, you've probably seen a bunch of them before, and you probably guess where it's going.

An action film, however, everyone watches. Smart people watch them, dumb people watch them and some people who don't watch a whole lot of films watch them. Also, people who may not be able to make the jump of ''green goop in the ship ---> aliens on the ship --> they're boned''. And to make sure those people can enjoy the film, they chuck that line in there. It might annoy some people, although I kind of like that line because I feel it builds up tension quite well, but they're not going to hate the film because of it. People who don't make the jump quick enough might do though.

I think some people, maybe yourself good sir, sometimes to forget to take into account other peoples awareness of visual and plot cues. It's the case of we can play pretty much any game straight from the get go because we've (well, I at least) have played games all my life, whilst someone who is not literate or experienced in that field is going to take a long time or may never get it. Case in point, my father doesn't really like video games, simply because he came for a working class background and simply couldn't afford the expensive computers that came out around his youth. He grew up with novels and films. However, he liked his Duke Nukem 3D, and would play a game or so every now and again, painstakingly going through levels slowly and carefully because everything was new to him. Every action he had to choose for himself, whilst to us we can take one look at something and instantly know what to do. We take that for granted sometimes, I feel.

Going back to the audience thing, the Uncharted series has done well because it can attract all types of gamers from hardcore to causal to first-timers, and can accommodate for all of them. Closure, I assume, only attracts people who play puzzle games a bunch. You have to be pretty experienced with games to know you like puzzle games, therefore they don't need to handhold you. I wish every game could afford to not handhold the gamer, but gaming is a huge industry now that attracts a whole bunch of people, we're way past the days of the only audience playing Metroid Fusion being people who have played some games before. Maybe it would work, but I feel that game developers would rather not take the risk of some of their audience not understand parts of the games and getting frustrated. And the only way to solve it they've found it to put in yet another tutorial to drill it into your head how to play.

Yeah, yeah, I know TL:DR

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egg

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Edited By egg

I disagree with this because it's saying in-game explanation assumes the player is stupid. That's not true. If anything it's respecting the player by telling them how the game works. All the game is doing is providing free information. If the player gets frustrated at being provided free information then theyare stupid, not the game. The game is only stupid if it's doing it in a way that's more likely to bore the player than to help them, or if it's telling really basic info nobody could possibly not have known and explaining it in a way that makes it sound more complicated than it actually is. Granted, games are often guilty of doing one of those things.

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ozzier

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Personally, I think features like clicking-in the sticks to see where you're supposed to go, a-la Dead Space is how it's supposed to be done. The info isn't in your face, and you don't have to use it if you don't want to, but if you need the guidance, it's there. Perfect, IMO.

I don't necessarily find games that beat you over the head with tutorials and hand holding like the first hour or so of any Zelda game to be insulting, but I do wish that those things were either integrated better, or perhaps toggled in a menu somewhere.

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@biggiedubs: I agree totally, and that was my point entirely: the ubiquity of videogames has brought it in line (or is bringing it in line) with movies - some are "classier" and offer more sophisticated experiences, and some are "dumber" and are designed to ensure as large an audience as possible can enjoy them, and everything in between. I'm not saying it's a bad thing, I think it shows just how broad the industry is in scope these days and how it pervades much of our culture. That's really quite fantastic for fans of gaming, as we have more choice than ever before.

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ChaosTony

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Edited By ChaosTony

Awwww I came here to post the Sequelitis video, I was waaaaaaaaaaaaaaay beaten to it.