How to make tutorials more interesting and fun?

Tsukihime

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Personally I find tutorials boring.


I tend to convince myself that I can figure it out as I go.


And usually that is the case.


Sometimes there's just too much information for me to read at once.


I might forget half of it by the time I'm done. Or I might not even bother reading all of it and just skim through them.


Sometimes it's just too slow: the game spends 2 minutes introducing basic RPG mechanics like "attacking" or using skills.


And of course, as the video shows, maybe I already knew the things it's telling me and it was just a complete waste of time (eg: if I'm replaying the game or something)


I might miss collectible items and other secrets that require me to have read information, but that's not too bad...
 

Heretic86

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Holding a players interest is a matter if Interaction.  The less interaction a Tutorial is, the less entertainment value it has for the players.  Unfortunately, this requires Scripts.  I wrote a couple of scripts for XP a while back that allows Tutorials where, windows will pop up in ANY scene, and can simulate the input of the user to take control from them to show users how to do certain things.  The messaging is an important part of what happens as it provides interactive instructions to achieve what ever the lesson is that needs to be taught.  In my "Collection" (just search for it), and while the simulated user input (accordingly) works just fine on VXA, the Message Windows Anywhere only works on XP.

Tutorials can be fun for players as long as they retain some interactivity and are left Optional.
 

Scott_C

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Right next to the optional tutorial NPC/Book/Library have an equally optional Quiz event.

Pass the quiz and you get some nice (but not too nice) bonus starting gear. Fail and you can try again as many times as you want.

Experienced players can try to pass the quiz using nothing but general RPG knowledge.

If they succeed they obviously don't need a tutorial. Give them their bonus and dump them into the game.

But if they fail they now have a reason to look at the tutorial. Even better, the question they fail on let's them know what part of the tutorial they should focus on. (Ex: “I keep failing the questions about this game's custom magic system. I guess I should read the tutorial on that.”)

And of course complete beginners can just read the whole tutorial start to finish while impatient gamers can choose to ignore both the tutorial and quiz and just jump into the main game.
 

Tai_MT

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The only way I've ever found a tutorial enjoyable was when I didn't know it was a tutorial.  Ever play Portal?  Yes, I know, people bring it up all the time.  Half of that game is a tutorial.  It slowly introduces concepts to you to get you used to playing the game and using all the mechanics held within.  The only portion of that game that "feels" like a tutorial is perhaps the first test chamber in which the computer voice tells you, "put boxes on switches to activate stuff" and then it lets you solve each puzzle in turn, which is each a new part of the tutorial.  The puzzles then get more and more complicated and introduce lots of different concepts that you can use as you play.  Portal 2 does roughly the same thing, except introducing new mechanics almost entirely throughout the game.  The player doesn't realize that these are tutorials because they aren't introduced as tutorials.  The computer voice tells you something you need to know (usually in clue form instead of straight up voicing what to do) and lets you solve each Test Chamber in your own way on your own time.  Solving each Test Chamber is proof that you're ready to move to the next phase of the tutorial or even the game proper.

Other tutorials in games often text box the crap out of you (like was suggested with the scripts) and that tends to make players simply ignore them as you're taking control of the game away from the player until you do whatever task it is the dev wanted you to do, in order to prove you get the concept.  Likewise, introduction to most mechanics follow this same rather strange way of doing things.  Text box or voice over or what-have-you to show you how something works, but not usually enough to understand the nuances, and then it lets you mess with it as you please.  This is bad.  Very, very bad.  It's especially egregious in crafting or collection systems.  Often, you are given just enough materials to complete the tutorial and nothing beyond that.  No room to experiment or explore the mechanic, just enough room to give you the basic ideas.  Why?  If you're going to include a crafting mechanic at all, why not give the player basic instructions on the concept (try doing this without a text box to explain it and by making it obvious what you should be doing instead) and then a good chunk of starting materials to experiment a little?  Final Fantasy 7 suffered a little from this with its Materia Tutorial.  They give you just enough basic starting materials for "crafting" on the materia thing, but no real room to experiment or explore the concept until about midway through the game when you're rolling in Materia.  Final Fantasy X does the same thing with its crafting and enhancing system.  FFX never really throws enough or many crafting materials (or even empty weapons) at you to let you spend some time tinkering with the system and discovering how to best utilize it on your own.

You want to know a good and interesting tutorial some classic RPGs use?  NPCs.  NPCs that give out interesting and useful information.  "Thunder stun all dinosaurs, you know?".  Why, thank you, NPC, now I know to use Chrono's Lightning based attacks to stun the dinosaurs so their defense drops and they won't attack as often.  Lots of the better designed games forego traditional Tutorials of text spam and let you discover things through exploring (which I think most players would enjoy more if they were given the option) while providing you information as you go along through NPCs and other such things that the player explores.  Think about that for a minute.  Do you need to explain to a player how combat works?  Probably not.  Do you need to explain to a player how Overdrives work (limit breaks, etc)?  Nope, most likely not.  Lots of things in games are simply self-explanatory.  By looking at them and making a few test clicks, the player figures it out without a wall of text and you stealing the controls from them to explain in excruciating detail how things work.  Do you need to explain how crafting works?  Only if your interface is so convoluted and hard to understand that it requires explanation (free tip, it shouldn't be).  Do you need to explain elemental relationships in combat?  Only if you're Pokémon and it's messily convoluted and crazy how elements work... in which case... provide a freakin' chart for players to memorize (or make it easy for players to pull up a chart anytime they need it...  Something Pokémon still hasn't figured out after over a decade of games).  Do we need to know how the minigame works?  Yes we do!  But, you don't need a tutorial for it.  Give some basic instructions with some advanced tips and let the player figure it out.  If that's not enough... well, your minigame is then too complicated and should probably be reworked.

Generally, I've found that most every game I've played that has a tutorial...  Doesn't need one.  At all.  Sometimes, I require a minor explanation for something that is inherently unclear, but I don't need a full tutorial.

Now, let's move on to a truly horrendous tutorial:

The Witcher 2 on Xbox 360.  I picked this game up through the "Free Games with Gold Membership" program they offer.  I've never played any of The Witcher games before.  The tutorial in this game was so God-awful that I was having issues remembering anything or accessing anything.  They pop the button things up to tell you how something is executed, but leave them up until you've executed the prompt, whether you've figured it out or not.  It got worse when the game kept adding more and more and more and more buttons with actions and contextual presses to have to remember.  Okay, how do I attack?  Uh...  X for heavy attack, I think, and A for fast attack?  How do I block?  No block command, but I guess there's some kind of parry system and dodge mechanic, but the "parry" is actually a reposte move that revolves around some kind of timing and sometimes direction of joystick?  Dodge requires the same button as reposte, I think, but it is a tap and a direction instead of a brief holding of the button just before being struck?  Magic I think is the Y button, but you can only equip one spell at a time and every time you want to do something different you have to open the menu and select the new spell, but it's not clear whether the spells been selected or not in the tutorial because the tutorial only lets you select the spell it wants you to use and often that spell is already selected (but unavailable because the game wants you to select it).  Then you have traps and secondary thrown items...  I think the traps and thrown items are the same button, but if you want to change them you have to open the menu again and select them in the same manner as your spells...  I'm not sure what the triggers do, maybe they aim?  Then there's the D Pad which changes which primary weapon you're using (which is hard to use on the fly)...  Oh, and then there are armored enemies which should be hit with this immobilize spell and some enemies should be hit with certain traps...  There's enemies that block constantly, which the game never tells you how to break the block of (or how to even get behind).  Oh, and after the tutorial battle, they throw you into a "real battle" to see what difficulty you should play on...  Needless to say, it chose "easy" difficulty for me because there was just so much information, not enough context, and the placement of many of the actions (or constant opening of the menu to change things as the battle demanded) that I died after only killing a single enemy.  This tutorial throws a crapload of information at you, doesn't let you get time to play with it and process it, then throws you to the wolves in an effort to see "which difficulty you should play at".  No time for experimentation.  No time for exploration.  No time to get comfortable using each piece of equipment and command before moving you to the next chunk of it.  It is, instead, a series of actions you must perform to move on and you are immortal the entire time you're performing them.  However, it cuts you off from doing anything else or doing things differently than the game demands you do them, so your only option is to simply proceed through the tutorial whether you understand the concepts being taught or not.  It also doesn't make some of its other components clear at all (like the crafting system).  It tells you that you have a recipe for a healing potion, but not what items you specifically need to craft it.  Instead, it's a bunch of weird symbols in the recipe list and the game just tells you to "go pick plants from the forest" until you pick all the available ones, which is what you need to make the potion.  What if I need to make it again?  Does anything with those same symbols match in those slots?  How many of each do I need?  How do I know what each plant is without opening my menu after each picking?

The Witcher 2 is an example of a tutorial done not just poorly, but horrendously.  Tutorials should avoid all of those pitfalls and let the player learn through exploration and experimentation.  It should only explain concepts the player would never be able to figure out on their own (or would have a good bit of difficulty with figuring out).
 

Engr. Adiktuzmiko

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Posted Today, 11:51 AM


Holding a players interest is a matter if Interaction. The less interaction a Tutorial is, the less entertainment value it has for the players. Unfortunately, this requires Scripts.
No it doesn't. You can make an interactive tutorial with pure events...
 

Adellie

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Generally, I've found that most every game I've played that has a tutorial...  Doesn't need one.  At all.
I agree on Tai_MT with this: be charitable, and


Solving each Test Chamber is proof that you're ready to move to the next phase of the tutorial or even the game proper.
this: use roadblocks.
 

nio kasgami

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sadly even if you made your game the most obvious possible...you will always "noob" or whatever people call them who will need super detailled and boring tutorial for obvious thing's like item menu equip menu because simply they don't know at all what is this and their play a rpg game for the first time

but assuming EVERYONE know the basic in rpg game is a big game making error never assume people should know this.

but also take in fact you might also want young people who want to play your game so you have to furnish a tutorial for them.

but this not needed to have a wall of text for explaining a tutorial....just some basic explaination and some picture should do the job.

take exemple on Little king's story who offer really light tutorial and explaination but all are really easy to understand and the game don't force you to do the tutorial he just explain you how to do this action show the buttons and boum you have your tutorial this took aprox....1 or two and you already understand how to use it and you can test it

and if you forgot how to do some stuff you can always after go and ask in the game (liam) for a specific tutorial and he will replay it for you

so nooo need to have 4 pages of tutorial for explain something....just few word and few picture

like they said : a picture value 1000 words :)
 

Tai_MT

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I have to disagree only on a single point, nio...

I've been playing video games since I was 5 or 6 years old.  Them old NES games never needed to provide me with a tutorial.  Granted, I didn't know what I was doing in a great many RPGs, but I managed to get fairly far in plenty of them with only limited understanding behind the story and mechanics involved.  Children will play RPGs out of their own amusement, regardless of if you have a tutorial or not.  I had no idea what RPGs were about when I played them.  I'd dabble in them once in a while, walk around the world and explore, get mad when the monsters kept bothering me instead of letting me explore, and buy things if I thought they sounded cool.  After about 30 minutes or an hour, I'd drop the RPG and go play something else.

I like the idea of young children playing RPGs, but at the same time I don't think they need tutorials and RPGs really aren't their interest at such young ages.  RPGs tend to be "slower" kinds of games, so they translate well to teenagers and adults, but not so well to kids who just want to play a game with a lot of stuff happening on screen.

Just my opinion though.  It's only based on my own experience with gaming and the experience of playing games with my cousins when they were that same age.
 

nio kasgami

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I have to disagree only on a single point, nio...

I've been playing video games since I was 5 or 6 years old.  Them old NES games never needed to provide me with a tutorial.  Granted, I didn't know what I was doing in a great many RPGs, but I managed to get fairly far in plenty of them with only limited understanding behind the story and mechanics involved.  Children will play RPGs out of their own amusement, regardless of if you have a tutorial or not.  I had no idea what RPGs were about when I played them.  I'd dabble in them once in a while, walk around the world and explore, get mad when the monsters kept bothering me instead of letting me explore, and buy things if I thought they sounded cool.  After about 30 minutes or an hour, I'd drop the RPG and go play something else.

I like the idea of young children playing RPGs, but at the same time I don't think they need tutorials and RPGs really aren't their interest at such young ages.  RPGs tend to be "slower" kinds of games, so they translate well to teenagers and adults, but not so well to kids who just want to play a game with a lot of stuff happening on screen.

Just my opinion though.  It's only based on my own experience with gaming and the experience of playing games with my cousins when they were that same age.
on this I agree with you I was not in the NES generation more the playstation generation  but  even if they had tutorial they was in english so I was not enable to understand them at my age

but I think for child and other people if your game don't need any kind of tutorial  you should at least provide the explaination on what are the commands haha

this a case in the NES generation I less loved was in these time the rpg development was still young so they don't make big intro or something they throwed you in the game without any explaination  so this was made the game to be hard to play like mario bros...you don't know what are the button until you push it!

but in a other point the NES was only have two button and a direction pad so this was pretty wasty to show a tutorial for just 2 buttons haha

but if we take Clock tower a game on the PS1 

the explaination was rought and most of the buttons was not explained who make you a lot of time kill in the begin because they not say to you when you get spoted by a monster you have to run away and hide yourself somewhere

but if we return on the point I think we should at least explain the BIG basic of the game like the controls and you can offer a "encyclopedia " who detail all the terms in the game (eg. arc rise fantasia)
 
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kerbonklin

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Tutorials are overrated in many cases, depending on how complex your mechanics are. They can even be weird to write and make happen with breaking immersion. But in most cases your mechanics should feel easy to pick up naturally anyways. You should not have to spend 5 minutes explaining "Attack" or "Defend" as well as smooth (hopefully) menu interfaces.

Remember, you have Action/Skill/Item descriptions for a reason, too.

Here's a rule of thumb: If explaining an action takes less than 7~10 seconds to say in voice to someone else, then it probably does not need a tutorial. And don't go in-depth mathematics explanation. Saying "Use your party's AoE attacks to efficiently kill multiple mobs with low HP" does not need a tutorial. However saying something like "Use the stylus to control your wisp, drag an equipped weapon onto a character and hold it to charge up their attack and wait to be in tile range, then release the stylus." will definitely need a tutorial of some kind.
 
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Chaos17

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From my experience, the shorter is a tutorial the better.

Lot of players complained about the tutorials in a professional game I played : Fantasy Life.

They felt the tutorials were endless because it was mixed with cut-scene/story.
 

Harmill

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I am attempting the Megaman X approach to tutorials. I'm not explaining anything to the Player, but I'm designing my first dozen encounters for a specific lesson. The Player has access to most of his skills right from Lv.1, and each encounter is meant to encourage the use of one or two of the skills, and therefore teach them what those skills do and when to use them.

The tricky part is that if you want to encourage the player to use a debuff on an enemy, or a buff on themselves, WITHOUT tutorial messages, you almost have to present them a situation that requires it. In my case, I've got an enemy who deals a LOT of damage to the Player, and the hope is that after the Player sees that much damage dealt, they will search their skills for a way to mitigate it. Hence, they either choose to give themselves a DEF buff, or give an ATK debuff to the target. Now they've learned the importance of buffs and debuffs.

Because it essentially IS a tutorial, and this scenario means the enemy has to deal threatening damage, I don't really want the Player dying on the second tutorial fight just because he didn't catch on right away. Getting a Game Over in the first 3 minutes of game play is a red flag -- and so I think I will have to forcibly heal the Player if their HP drops to 0 (just for the intro battles).

Assuming this plays out as intended, the Player should be learning the battle mechanics and their skills as they play, without the need for a set of Tutorial Messages. If you set this entire intro sequence in a more action-oriented environment (see Final Fantasy VII for a great example), the Player is also immediately engaged while simultaneously learning.
 

Tsukihime

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Because it essentially IS a tutorial, and this scenario means the enemy has to deal threatening damage, I don't really want the Player dying on the second tutorial fight just because he didn't catch on right away. Getting a Game Over in the first 3 minutes of game play is a red flag -- and so I think I will have to forcibly heal the Player if their HP drops to 0 (just for the intro battles).
I like that concept.


This would naturally provide opportunity to drive the plot such as showing how you get healed, or use it as an opportunity to introduce some characters that may become relevant later.
 

Eschaton

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For combat tutorials, watch the earliest battles of Final Fantasy X.  Other than stopping to explain things, I think they did right by ensuring that that these scripted encounters worked with your stats so perfectly that the player would learn exactly what to do by just doing what is intuitive.  However, I feel that FFX's gameplay gets derailed by the time you reach the Calm Lands...

For level traversal tutorials, I'd also recommend what is known as the "Mega Man X" approach, made famous and explained by this egoraptor video.
 

Tai_MT

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@Harmill

I think that's a good way to teach the player about your combat, but at the same time, it uses something I didn't enjoy very much that came from The Witcher 2 school of combat.  The game doesn't let you really play around with what you're given and you can only advance if you do exactly what the dev wanted you to do.  There's no room for alternative play or creative thinking involved.  It turns into "Do this to move on in the game" and doesn't really teach you much at all.  In fact, such a tutorial might lead players to believe that buffs and debuffs are absolutely more powerful than anything else they can do on the battlefield, so they'd spam the crap out of them.  The way it currently sounds presented, it sounds like a scripted event that can't be skipped until the player does exactly what the dev intended.  Sure, that can teach players, no problem.

I just feel that doing such a thing isn't very fun from a players' standpoint.  I've played too many games where I couldn't move on until I did exactly what the dev wanted me to do, even if what I was going to do was more clever for the battle than what the dev was trying to force me to do.  Final Fantasy X being one of those examples "use each character for specific enemies!"  Why?  Let me rotate Lulu in and hit everything with magic.  There isn't a single monster here that wouldn't be weak to basic spells.  Why do I have to switch Wakka in?  Let me just cast Thunder.  Etcetera.

I like the idea of teaching the mechanics of battle to players, but I personally enjoy learning the mechanics of battle on my own through clever use of skills and states.  I like reading the flavor text of whatever it is I'm using and going, "how can I pair this with X character or X other skill to maximize combat effectiveness?".  I also enjoy seeing the dev having already considered those things themselves and having their monsters use those combinations (what better way to learn something than by watching the enemy beat your rear with it?).  In Final Fantasy 6, I didn't bother using "Vanish" because I didn't consider it very useful at all.  I also didn't use Doom, Petrify, or X-Zone because they hit so rarely.  Imagine my surprise when a boss monster demonstrated that hitting me with Vanish meant I couldn't avoid any magic attacks and then it casted Petrify on me and gave me a full party wipe.  Now, imagine my delight when I discovered I could do the same thing to many of the monsters (even bypassing resistances to these spells because of Vanish!).

Just my two cents on it.  I prefer a bit more freedom is all.
 

Heretic86

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No it doesn't. You can make an interactive tutorial with pure events...
Not once the player leaves the Map or Battle Scenes becaue Events dont update at all, without additional scripts.

But this is kind of off topic.  I think the end result is that if any game has poorly done tutorials, the rest of the game may be just as poor as well.  Many types of tutorials are not needed.  Others are needed, especially for more complex ideas.  The old nintendo games didnt really need Tutorials for Press B to fire and press A to jump.  The simpler the idea, the less that it would need a Tutorial.

One thing that isnt addressed is Arcade "Attract Mode".  Things done when "the game plays itself" shows some of the game concepts that are supposed to be the most fun.  Take something like Street Fighter.  They show off both the standard punches, kicks and jumps as well as a few of the Super Moves.  Some of the fun in Street Fighter series is learning how to do those special moves, but later, owning those special moves to decimate your opponent.  It may seem that there is no Tutorial, but there kind of pretty well is, it just isnt text based.  Text can sometimes be reserved for the print on the side of a cabinet in arcade games.

Title of the thread really hits the mark.  It is the time consuming Tutorials that the OP wants to make as fun as possible, but more things need to be considered, such as if the gameplay itself is actually as fun as it is intended to be.  If the gameplay isnt fun, then the tutorial for that gameplay also isnt fun.  Interactivity with complex tutorials is very useful for once the game starts up.  And I hate to say it, but once the game starts and gameplay begins, any form of interaction is the application of tutorial.  Many things are not done via text.  Press UP to move UP.  Pretty much duh, but as an interactive element of the game, it is the application of tutorial that is either an expected to be known quantity or will be specifically addressed later on.  Even things like Item Descriptions could be extended to be considered "Tutorial" from certain perspectives.

Item: Honey - Heals Member for 50HP and removes Venom

That is pretty much a Tutorial as well.  Useful description.  Boxing a player in until they peform an expected action is also Tutorial as it is learning or applying the gameplay mechanic.

As it is, this is really off topic of the main post, and what needs to be addressed is both what a Tutorial is, and how to make it fun.  But to make it fun, first, we have to know what a Tutorial truly is.
 

Engr. Adiktuzmiko

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Yeah but in general you still don't need scripts just for an interactive tutorial... My tutorial for GSoD which involves movement and battles spans several maps and is purely evented (aside from p calls to print out messages in the console). It's an interactive tutorial, you're still the one controlling the flow. Yes you allow the player to move and do things, but the general flow of the tutorial is still in your hands.
 
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Heretic86

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Yeah but in general you still don't need scripts just for an interactive tutorial... My tutorial for GSoD which involves movement and battles spans several maps and is purely evented (aside from p calls to print out messages in the console). It's an interactive tutorial, you're still the one controlling the flow. Yes you allow the player to move and do things, but the general flow of the tutorial is still in your hands.
I agree, and only to a certain extent.  If one wants to have a text based tutorial while explaining something that is buried within the menu system, then additional scripts are needed.  While tutorials can be done without scripts, such has just have an NPC explain it, it depends greatly on the style of the tutorial itself.  A crafting system, for example, would benefit from an interactive tutorial while in the Crafting Scene, and if the way Crafting is done is through Sub Menu Scenes (like Item Usage is a Scene), then Scripts will be necessary for both messaging and interactivity.  But again, this is a style choice, and to each his own.
 

OM3GA-Z3RO

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Yeah but in general you still don't need scripts just for an interactive tutorial... My tutorial for GSoD which involves movement and battles spans several maps and is purely evented (aside from p calls to print out messages in the console). It's an interactive tutorial, you're still the one controlling the flow. Yes you allow the player to move and do things, but the general flow of the tutorial is still in your hands.
I agree, in my teams game we have tutorials that gives the player a chance to try it out themselves (Like a NPC teaching the player) and I am not using any scripts but just plain events.
 

kj3400

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When it comes to tutorials, I have rather mixed feelings about them. I do enjoy doing tutorials when I've never played the game before, so I know how to play it. I'm the type of person who doesn't like to button mash, or look around for things, especially when there's a resource to help me learn how to play the game. I'm really lazy about that. Interestingly enough, I too came up with NES and Sega Genesis, so maybe I'm just more patient than most people. But at the same time, I don't want to be forced in a tutorial when I've already known how to play the game for ages, but I find this is only a problem with sequels (Pokémon, I'm looking at you).

I think tutorials should be optional, but definitely in a position where if someone who wants to take the time to learn about the game in depth can access it easily, but people who either already know how to play or want to dive in and figure it out as they go can do so without a tutorial breathing down their neck telling them what to do.
 

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Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

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