this post was submitted on 12 Jan 2025
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Greentext

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[–] victorz@lemmy.world 2 points 2 days ago (6 children)

I mean, sure, but there's a limit. If you provide the yellow indicators, don't pause the game. If you don't provide any indicators, you need a longer tutorial phase. But don't be on the nose like in this post. It's obnoxious to the immersion.

[–] owl@infosec.pub 2 points 22 hours ago (3 children)

It would be cool to have an adaptive game, that notices the player looks around and walks, dont have to explain that, but maybe I need to... no they picked up the can no need to explain that. Oh, seems like they don't know they need to throw the cable into the puddle to close the circuit to open the door, my time to explain sth.

[–] victorz@lemmy.world 2 points 22 hours ago (2 children)

Nintendo are masters at this IMO. Of all people.

[–] owl@infosec.pub 1 points 19 hours ago (1 children)

Do they really have tutorials in the classical sense? They start dead simple and add stuff gradually, almost like the entire game is a little bit of tutorial to the point where people make up their own challenges.

[–] victorz@lemmy.world 1 points 18 hours ago

That too, yeah. They have both tutorial-ish stuff that'll pop up if you fail too many times, as well as full on interrupting shit. In one game they actually did not do this very well, namely The Legend of Zelda: Skyward Sword. Fi interrupts the flow every time you get to a new area, my god. You're given an aerial flyover of the area and you're all excited to start digging into it, and then she flies up and starts rambling, unskippably...

But yes, as you mentioned, they are masters at starting off easy and gradually increasing your knowledge and skill.

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