How do you introduce controls?

spec3

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I'm very fond about the idea of introducing them as part of scenery. Some people prefer to use prompts that tell directly which are the controls. Does it depends solely on the genre or story of the game? How do you feel it is the best approach? I'd like to see your takes on this matter.
 

Frostorm

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By "controls" are you referring to the game's keybindings?
 

Wavelength

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Certain controls, like basic player movement, I don't really "introduce" them; I just make sure there are safe, open areas to walk in near the start of the game.

For controls that aren't immediately intuitive and need to be introduced, I do it like this:
Minigame 2.png

It's a little chaotic in that screenshot because the screenshot is showing the player bringing up the overlay as a reminder during a minigame, but they're also given several seconds (or however long they need) before the minigame starts to read the instructions and controls without all the people/skeletons, Timer, or "Rescued" GUI onscreen.
 

TheoAllen

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Here is how I introduce controls
1. "Press Start" at the title screen, so at least they will understand what will be the confirmation/start button.
2. "Press Z to <interaction name>" on top of the event if you get close enough to activate the event when there is a little visual indicator that a certain event object is interactable.
3. Various on-screen helpers.
Screenshot_440.jpg

Screenshot_439.jpg
4. In case if it wasn't clear the basic control (as a part of total noob tutorial), the center is transparent and used when the player is in the center of it.
Tutorial-controls.png
 
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CraneSoft

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One message box for the basic controls before you gain control of your character for the first time.

For custom controls that doesn't use the default "Z", "X", "Shift" keys, I do it the Persona 5 "Hotkeys on the bottom of screen" way during free movement and in my custom event menus.
 

Tiamat-86

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this is when you watch "epic npc man - stupid game tutorials" on youtube or take some ques claptrap in borderlands for comedy ideas.

"wow your ability to walk short distances will surely be your enemy's downfall"
 

Frostorm

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@Wavelength @TheoAllen Excellent font choices guys, especially for situations like these where stylized fonts would be less appropriate.
 

spec3

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By "controls" are you referring to the game's keybindings?
Yes, but not limited to. I've heard and participated in discussions of the type, but I still don't know exactly where my opinion lies. Of course, there's not exactly a correct way, but I think this is an interesting topic that is not much discussed.
The ideas presented here are very interesting and very well crafted. Thanks, guys.
 

KakonComp

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I would usually just point out a feature and make the tutorial optional for stuff not commonly seen in JRPGs, so systems are not a complete guessing game. Usually this translates into something to do with the battle system.

I've never been one for tutorials, so this is a topic very relevant to my interests.
 

Milennin

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I like to include a .txt file, listing all of the controls. But anything that is par of the course for RPG Maker games, I assume players know what to press (arrows for movement, Esc for menu or cancel, Enter for interaction or confirm -- it's not rocket science), and does not get a mention in the game itself.

For special features, I'll have the key press mentioned in a dialogue box when first unlocked, as well as include it in the icon graphic on screen so players can view which key is used to activate it.
 

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