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- Mar 4, 2013
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I've been playing Mass Effect 2 a few times (because it's just so damn fun). When playing through the tutorial level, I got a little impatient with the hand-holding. Particularly at the point in which Miranda and Jacob force you to put them into cover while "you take point" (when in fact, they're all bad positions that are ignored in the subsequent boss fight) just to trigger an event flag and move forward. It was blatant tutorial hand-holding by the first level. Granted, their telling you what to do does serve a purpose in the story, but I'm ranting about the gameplay. Gameplay is just as important to the narrative as the dialogue...
I am aware that a tutorial level is very important for new players to learn the ropes, what about veterans who are replaying?
I'm Commander freakin' Shepard! I've saved the galaxy twice (after beating ME2). Sure, it's not from the perspective of the narrative, but... I don't need to be micromanaged by the narrative on the first level simply because it's the first level. Especially on a game that wants players to do a NG+.
I had a thought: We could learn from this. We should design our tutorial segments such that on subsequent playthroughs, the hand-holding ceases. Any events that tell the player how to play the game, or only let the player forward if you perform certain actions meant to teach teach the player how to play simply do not trigger anymore. On a subsequent playthrough, the level plays like any other level.
The game gives the player the respect due to competence and achievement of having beaten it already.
This was less of a discussion, and more of a rant, but...
Thoughts?
I am aware that a tutorial level is very important for new players to learn the ropes, what about veterans who are replaying?
I'm Commander freakin' Shepard! I've saved the galaxy twice (after beating ME2). Sure, it's not from the perspective of the narrative, but... I don't need to be micromanaged by the narrative on the first level simply because it's the first level. Especially on a game that wants players to do a NG+.
I had a thought: We could learn from this. We should design our tutorial segments such that on subsequent playthroughs, the hand-holding ceases. Any events that tell the player how to play the game, or only let the player forward if you perform certain actions meant to teach teach the player how to play simply do not trigger anymore. On a subsequent playthrough, the level plays like any other level.
The game gives the player the respect due to competence and achievement of having beaten it already.
This was less of a discussion, and more of a rant, but...
Thoughts?

