I have recently played 3 games that have forced a lengthy, unskippable tutorial section that runs for several hours of the game, just to unlock the most basic functions like buying the items, customizing features, multiplayer, and even 2-player split screen modes.

For 2 of these games (Armored Core 6 and Gran Turismo 7), the major draw for me was the MP and I haven't even gotten to check out MP yet because it's locked out until you get passed a certain point in the progression system. Fuckin' why do any developers do this? I just wanted to play with my sister but we have to get through most of the fucking game before we are allowed to do the multiplayer modes. Such bullshit.

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[–] 78 points 2 years ago (4 children)

One of the Pokémon games has audio settings behind an unlock.

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  • [–] 41 points 2 years ago

    Ugh, it took me so long to find that when playing Pokémon Sword so I wasn't deafened by the cries whenever someone Dynamaxed.

    Remember when earlier gens locked the run button behind an unlock?

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    [–] 42 points 2 years ago (2 children)

    I have uninstalled and refunded games with frustrating tutorials

    At this point in life, if a game is too complex for me to understand by simply playing the game organically, I'm going to watch a YouTube video. Reading pop up menus is okay unless they physically lock you out of the game.

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  • [–] 19 points 2 years ago (1 child)

    If there is a constant need to watch YouTube videos or look up game guides the days of playing that game ends very quickly. Must be intuitive to play.

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  • [–] 31 points 2 years ago* (1 child)

    I very much disagree. Games like Dwarf Fortress or Rimworld absolutely benefit from both being left to your own devices AND having a repository of information to resort to.

    Games with a steep learning curve shouldn't necessarily lock you into a tutorial, just give me the option and let me fail a few times until I get the hang of things.

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    [–] 39 points 2 years ago* (last edited 2 years ago) (3 children)

    People won't enjoy a game unless they learn the basic features.

    It's a fine line for devs between teaching the player what they need to know in order to even have a chance at enjoying the game, and jamming it down their throats.

    The classic example is the game Portal. It's a perfect tutorial. The player doesn't even realize it's the tutorial.

    https://www.gamedeveloper.com/design/analysis-of-game-concepts-and-player-learning-in-portal

    I am frustrated with Cities Skylines 2, lately. Text-based tutorial with optional progress checks which is okay, but they pop up as soon as you look at a newly unlocked feature, not necessarily when you are ready to build the feature.

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    [–] 37 points 2 years ago* (1 child)

    Sometimes I feel this, but the opposite is also true. I have a friend who will play a game for less than half an hour, declare it trash, and then complain the entire time because he thinks the mechanics are broken because he never bothered to play the single player mode where the game teaches you how the weapons, vehicles, and planes all work. It makes playing virtually any game with him a total drag unless he actually spends a bit of time in it. And then suddenly, he actually likes it.

    He's declared a bunch of games trash, played them for longer than a few sessions, and then puts 100 hours in it once he's been forced to actually understand how the game works x3

    Subnautica, Deep Rock Galactic, The Forest, Divinity 2: Original Sin, and Baldur's Gate 3, all trash until he actually put time into them, and then really liked them. Somehow, he put 500 hours into Elite Dangerous, lol.

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  • [–] [S] 10 points 2 years ago* (4 children)

    I am playing Elite Dangerous right now with over 500 hours too. I know all the mechanics since I've been playing since beta and saw them as they were added and have even contributed to the wiki.

    It is trash. :P

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  • [–] 22 points 2 years ago (1 child)

    I can’t say I agree with this take.

    I’ve played some games where the hero gets all of their tools from the outset, and it ends up being really hard to figure out when to use each one. Comparatively, when you slowly unlock things during tutorials, you’re building a mental framework of how combat should go, and on each unlock, get some time to work out how that fits in.

    In fact, it’s something I think is an issue with fighting games and their competitive-only mindset. People play the 20 tutorials in quick sequence, get confused by a Reverse Upper Back-Airdodge-Cancel input that’s only going to happen in high-level play, and feel overwhelmed.

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  • [–] [S] 18 points 2 years ago* (1 child)

    I'm not really talking about powers or skills your character can get; I'm talking like being able to get into multiplayer, or the settings, specific game modes, etc.

    Using GT7 as an example again, you can't even get to the settings page until you have gone through a very niche "tutorial" race mode that is unlike the rest of the game, and also sit through a 20 minute unskippable cutscene (which plays everytime you run the game unless you go into the settings to disable it) before you're presented with the main menu screen.

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  • [–] 20 points 2 years ago (1 child)

    Get bored with games SO quickly. Part of how to keep interest is figuring out on my own how the game works. And I can, on my own, figure out games, software, very quickly.

    Too many phone games try to make you sit thru insufferable tedious tutorials. So you're not only depriving me the chance to figure out on my own, you're also insulting my intelligence. Any game does this, instant uninstall.

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    [–] 17 points 2 years ago (2 children)

    can suck my nuts

    Present them.

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  • [–] 16 points 2 years ago (2 children)

    I replayed FF 13 a while ago, I was absolutely shocked how long it took to be able to customize role settings for the party members.

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    [–] 15 points 2 years ago (2 children)

    As much as I love AC6 I too was baffled as to why multiplayer was locked until half the game was complete.

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  • [–] 8 points 2 years ago* (last edited 2 years ago) (1 child)

    I would probably have done it at the start of Chapter 2 rather than the end, but Chapter 2 (on NG) is pretty short anyway. The main idea is that you have faced two (and a half) different boss types by that point and should have a good feel for how to use different legs, have a good set of weapons, etc. Which, since there is no concept of Soul Memory or even progression based matchmaking, is kind of needed to prevent people's first experience with AC6 multiplayer being the starting core getting demolished by double Zimmers.

    And it isn't half the game.

    spoilerChapter 3 is pretty long and 4 and 5, while somewhat short, are brutal.

    What I do disagree with is holding off access to the store until late Chapter 1. But I also get that people will likely be overwhelmed by the store rather than excited, so it is probably a good approach. Let the player know how to swap out parts and what not before letting them run free. Still don't like it though.

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  • [–] 9 points 2 years ago

    I agree on this sentiment. The games mechanics, while more streamlined than its predecessors, are still insanely complex. I've been playing these games since the first on the original PlayStation. And when I first jumped into MP, I got my ass handed to me quite thoroughly. It took quite some time upgrading parts and getting familiar with various builds before I started actually winning.

    I figure they gated MP more to minimize how many noobs are in lobbies.

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  • [–] 14 points 2 years ago*

    I have to say that this highly depends on the type of games you like, and if the unlocks are well designed into the story.

    In general most of the types mentioned are cashgrabs, but I enjoyed an indie game called Evoland. You can 'unlock' better graphics and audio as part of the game, watching the evolution of gaming

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  • [–] 14 points 2 years ago (1 child)

    In Starfield (and FO4 for that matter) basic game functions are locked behind perks, you need to be like level 30 before you can start playing the game

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  • [–] 8 points 2 years ago (1 child)

    It felt really odd that the stealth meter, a staple in every Bethesda rpg I've played, had to be unlocked with a skill point in Starfield.

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  • [–] 8 points 2 years ago

    I think this makes sense for a RPG, why would a guns blazing character suddenly know how good he was at being stealthy? Bethesda is trying to do undo what they did with Skyrim with the hero that is a good at everything.

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  • [–] 13 points 2 years ago

    Yeah, local multiplayer or custom hosted multiplayer should be unlocked right away. Online matched multiplayer can be skill/tutorial gated just fine.

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  • [–] 12 points 2 years ago (1 child)

    In ac6 it's about the inventory and not the gameplay. Before the multiplayer unlocks you simply don't have enough stuff to go online to fight.

    Yes, it would be nice if they had some kind of fixed inventory multiplayer mode, but the main game is about getting stuff and early on you don't really have enough for a decent fight.

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  • [–] 11 points 2 years ago (6 children)

    GT7 makes sense. There needs to be some barrier to make sure people know how to drive the cars without just immediately jumping into the game.

    Tutorials under 1hr are ok. Once they go over that I stop playing.

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    [–] 10 points 2 years ago* (2 children)

    I thought you were talking about mobile games or something locked behind a paywall before I read further and realized you're mad that multi-player is "locked" behind someone completing a tutorial. I haven't played either of the two games you mentioned by name but I would imagine that they are complicated/unique enough where a tutorial is warranted. It's kind of annoying if you just want to hop in and go, sure, but if "most of the fucking game" content consists of the beginning tutorial then you bought the wrong game to begin with.

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  • [–] [S] 6 points 2 years ago (2 children)

    GT7 isn't any more complicated than GT1-6. To have an unskippable tutorial in the umpteenth installment of a game go over the basic controls and mechanics of racing a car is madness. They don't actually give you any tutorial on the stuff that should have it, like manually manipulating the engine tuning, but they have several points of progression to familiarize you with the brakes and gas and steering. Which anyone who has driven a car or played a racing game can very much figure the fuck out without a tutorial.

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  • [–] 7 points 2 years ago* (1 child)

    Tutorials are designed for the dumbest person out there who has zero idea what they're doing. So in this case someone who has never driven a car or played a racing game before. If a tutorial told you "this works like the last game, do the same" it's obviously bad design. Yeah that's a super small subset of the people playing the game but it's better to overexplain than underexplain. But in this case yeah they should 100% just have a separate tutorial mode section for people who need it, having that REQUIRED in a racing game is ridiculous. I haven't played racing games in years but last I remember that's what used to be the norm.

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    [–] 6 points 2 years ago

    I recently restarted Borderlands and even though I have multiple characters leveled to the top they make me start at the basic floor to prove I can play or something when I picked a new character. Annoying

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