Video games can be difficult to get into — or at least, they might appear that way from the outside looking in. Within the last five or 10 years, though, it's an industry that has opened up in a lot of ways. Technology like motion controls and smartphones have broken down barriers and made gaming more accessible for more people, and that's great. However, when it comes to console games, or what you might call more traditional games, they can be a bit presumptuous about the player.
One very specific thing about modern games has been bugging me lately, and it was brought on by something my partner experienced a few years back. To cut a long story short, my partner and I sat down to play Onrush at EGX Rezzed a few years ago, and as she hasn't played a racing game since the PS1 days, she came a little unstuck. We joined a group for a round to try the vehicular multiplayer game out, but she couldn't accelerate. The game never told her how. The rest of the group and I were flying along merrily enough, while my partner sat on her ATV wondering how to go. A developer did tell her that R2 was accelerate, and she got moving, but it made me realise: some games just skip over the fundamentals sometimes.
I've been thinking about this a bit, and I decided to do a little experiment. I fired up fresh saves on some titles I have installed to see which of them would tell me how to move. After all, if you have to explain to players how to jump, attack, and dodge, surely you should go the whole hog and mention how to walk. Anyway, a surprising number of the games I checked out don't tell you how to move your character.
Hades is the example that really caught my attention. After selecting a new game and listening to the brief narration, you're dropped into the Underworld immediately to tackle your first run. My rule was that I'd only push buttons the game told me to push, and Hades provides no prompts whatsoever. Not a one.
Sekiro: Shadows Die Twice also provides no instructions on how to proceed once you're in control. Demon's Souls (at least, the PS5 remake) makes no attempt to teach you how to move, either. If you're following the same rule as me, you'd find yourself forever trapped at the start of these titles.
A game that almost gets there is Untitled Goose Game; you're told to push Square to honk, then you're taught that you can hold X to run. However, if you try this with no input on the left stick, the goose remains stationary — you're never instructed to use the stick to move. Similarly, Marvel's Spider-Man: Miles Morales teaches you how to swing through the sky, but it does not tell you to use the left stick to walk, run, or direct yourself in mid-air.
It goes on: Ghost of Tsushima tells you that Square is attack, then leaves you to it. Yakuza: Like a Dragon begins with a quick time event sequence, and when you're next in control, offers no control prompts. There is absolutely a small degree of assumed knowledge, but isn't it interesting that those familiar with games just don't need telling? This stuff is just part of an unspoken language of which gaming enthusiasts are all somehow aware.
But if you rarely — or never — play video games, this assumption could leave a very bad first impression. We've had, what, between 20 and 30 years of iteration on controls, and have settled on lots of basic inputs. Left stick to move, right stick moves the camera, L2 to aim, R2 to fire, X to jump, and so on. If you're a newcomer, with none of that prior understanding, wouldn't it seem a little strange to have zero instructions or guidance?
I'm labouring the point a bit, and obviously there are answers. Curious players who don't know what to do can just try out all the buttons until they figure things out. Sure, but I don't think you should ever have to resort to that. There's the argument that games used to be even less tutorialised; if you play Super Mario Bros. or Sonic the Hedgehog, say, they never tell you what does what. While that's absolutely true, that doesn't mean it should still be happening. We live in a time where more people than ever are playing games, of all ages and skill levels, and some software still skips the most basic of interactions.
If you're wondering, there were some games I checked out that do tell you how to move — Ratchet & Clank: Rift Apart, Bugsnax, The Witness, and Returnal all instruct you to move with the left stick. I was going to say that it's possibly a matter of target audience, that the people who play games like Sekiro or Yakuza simply don't need to be taught such fundamental actions. However, Housemarque's latest game manages it, and is among the most niche, hardcore video games in recent memory. There's clearly no harm in a quick explanation, is there? I just don't see that there's much of an excuse for skipping over this stuff anymore.
What do you think about this? Do games assume too much of the player? Should they explain the basics, like how to move? Does any of this matter? Discuss in the comments section below.
Comments 133
Do new comers to gaming really have such a hard grasp to move with the analog sticks? Especially when it's mostly the left stick? I don't see why games need to treat you constantly like you're 5 years old. Like those dumb tips where they tell you if your health reaches 0 you're dead.
If you need to be told that the left stick moves your player maybe gaming isn't for you....
Git gud
This is a very interesting topic and one that I’ve noticed my mum struggle with a lot. She still hasn’t quite grasped that driving controls are the same in every game, same as shooting. But worse is when games like Batman Arkham City use the traditional ‘shooting’ controls for many different gadgets that do different things. Gets her head spinning. Games like Red Dead 2 that show controls on screen at all times are a brilliant step forward and she found that really simple to play. There’s certain things we take for granted like being able to fumble forward and find out what does what organically. The one that I’m trying to get my mum to think about is being able to navigate in 3D space and getting a feel for what’s going on off screen. I find myself building a map in my head of what’s roundabout my character. Newer gamers can find that difficult, especially when the map is horrible to follow (Batman Arkham City again) or when there isn’t automatic routing to waypoints.
The Long Dark gives you nothing....but to me that is what makes it so special .....on this matter it has to be Lazyness like you say more and more people are entering the market there is no need to entice you in anymore.
Removed - unconstructive
I don't think Hades was confusing in any way. It might not provide button prompts but it gradually introduces new things and I think it does a good job easing the player into it (considering that it's a challenging game overall).
Demon's Souls is much worse in that regard for sure, even though there actually are tutorials (appearing as those messages on the floor that you can read).
I feel like if you experiment with the controls for a bit, having never played a game before, you will quickly find the left analog stick is movement.
Maybe the answer is a skippable tutorial - some games have a tutorial and offer the option to bypass it.
Overall, I don't see basic controls as the issue, but skipping over advanced inputs/systems or hiding them in menus. For example, FFVIII's junction system was divisive I believe because it was never really explained too well.
Demon's Souls' obscure but super important World Tendency system also comes to mind.
RIP game manuals.
@nessisonett
Something I noticed watching new gamers playing a game in a 3D world is they - really - struggle with manipulating the camera while also doing other things, like moving.
I think we take for granted that those micro camera adjustments we do on the fly in games is a developed skill, like riding a bike. It takes time to "get it" and there's a certain muscle memory to it we all take for granted. But it does come over time.
Yeah, I find whenever you give someone who's never played a game before the controller, they basically find controlling the camera with the right stick impenetrable.
I've seen a number of people give up on gaming because they simply can't navigate the character and camera simultaneously.
@get2sammyb This is specifically why I am taking the time to introduce games to my 3 and a half year old in a manner similar to how I experienced them decades ago.
I KNOW she can't handle both sticks. So I'm sticking to games with minimal inputs (Donut County is great for her!) and I'll move her onto 2D titles to help her learn the basics before worrying about 3D games and cameras.
@get2sammyb
Watching my significant other and mom play (both avowed non-gamers), they move the camera in a real jerky way, like watching a new driver jamming the accelerator. Really struggle with smooth inputs and the multi-tasking aspect.
It's come to the point if they want to play something, I'll always put on a 2D game.
@Nepp67 And what if the player IS 5 years old, hmm?
@get2sammyb @UnlimitedSevens That’s a great point, moving both sticks at once is definitely an acquired skill. I’ve noticed my mum stopping still to move the camera instead of doing it on the fly.
As people who have been playing games since we were kids, there's so much that we take for granted. Saying otherwise means that you simply haven't seen anyone totally unfamiliar with gaming try to use a controller.
I've got older family members who don't have a clue. Trying to teach them how to play something that we would consider easy — like FIFA — is an extremely slow process. Comes naturally to all of us, but there's a world outside of our hardcore bubble.
I think there's a reasonable balance - and this article isn't really it. Who sits there staring at the screen waiting for a prompt without even TRYING a button or stick to see what happens? Honestly, the games that say "NOW move your character - good! NOW move your camera - congratulations!" I find obnoxious and frustrating.
Now, driving and needing to be told it's R2 and not X, I can kind of get that. I'd try that myself right away (I prefer R2, personally), and if it was something I didn't expect I might be stuck for 10-20 seconds, but I could still figure it out without being told - but while badly losing that first race, obviously.
But there are people who are terrified of computers (and, by extension, consoles) - that they'll break them by doing the wrong thing. Those people might need to be prompted to push the stick around to move their character - and they'll definitely need help the first time or two figuring out L3 and R3!
I think there's a balance, and if a game prompts you for the level of help you want to start with, I think that's ideal. If you assume every player is picking up a controller for the first time, that's obnoxious and will turn off some players - but if you assume it's an old habit for everybody, that's going to turn some people off as well.
My dad recently got Metroid Dread and he was legitimately stuck like on the first few screens because he didn't realize Samus would automatically grab onto edges - he asked me how to get to a platform because Samus didn't jump high enough (the last Metroid he played was Super Metroid) and I had to tell him about her ability to grab ledges to pull herself up.
He even said "How to people figured this stuff out?"
I didn't see an tutorial in-game to explain it that I remember.
I think the older the game the easier we found it. Most games when I was young in the 90s had either fixed camera angles or were 2d platformers (I started on the Amiga).
Then move onto the PS1 which were initially restricted in what the games did with analogue controls being introduced in games as the generation aged meant we were gradually introduced.
This process combined with the fact that I started young certainly helped me. Give my Dad a modern day shooter and he's shooting everything except the enemy.
@Thrillho - Indeed, and given digital releases are so prevalent, its not even really so practical to have full manuals unless someone wants to direct a player away to a separate document or website, and it does interrupt the flow of the user experience. Some of the manuals were really nicely made - the old Nintendo ones come to mind, as they were fully illustrated in colour for a time. It was a nice thing to have as a kid especially - where you could read the manual in the car home after being bought a game before playing it.
Also to the article author - you mention Sonic and Mario game having no real tutorial, but are from the era when everything released with its own manual! Also, the likes of Super Mario World on SNES is full of info boxes a player can activate which describe controls and features really well.
I always used to remember my dad, even when he'd picked up the very basic of controls, could never stop himself moving the whole pad in his hands left when he wanted to go left etc. An early pioneer of motion controls.
On the topic, I do enjoy a good tutorial even if it's common sense most of the time.
Games already have too much hand holding. Just experiment and see what everything does.
To think we used to not read the manual and now we want a manual to learn the game. GOOD TIMES!!!!!!!!! i mainly hate when they for instance FIFA 22 when they put you in the game and you are forced to play the whole match and cant quit. But it still does not teach you the controls.
Gosh doesn’t she sound like an utter silly billy OMG, she must have felt pretty stupid when the guy came over to her and asked why she wasn’t moving and she said ‘X isn’t working!’ then he said to use R2 and she came last in the race, what a dingbat…
I had no idea what the hell I was doing when I started playing Demon's Souls. World tendency, character tendency, upgrading the right player traits, etc., and a game genre I had little experience in. Thank goodness for the googles...
It is weird. And it's such a delicate matter. Honestly, controlling your character is such a trivial thing, I think anyone can figure that out.
I enjoy my games without tutorials. A game like Sekiro (however, Sekiro does teach you things as you progress) is a blessing. I remember when I first played Control I was over the moon because it didn't hold my hand and tell me everything right away. But I understand that a lot of people might find that boring/problematic.
So I suppose the only real fix any developer can give us is to give us a choice. Say, before starting your new game you're asked whether you'll need full tutorials or not.
It's about time games improved the accessibility options. I imagine The Last of Us Part II is a godsent in that sense.
Better than having your hand held forever,like in assassin's creed 3.. what a pain that was.
As long as the game explains the basic controls, I'm okay with it. I'll figure out the rest along the way
@Deljo While I disagree with some of the points on this article, this is not the take.
"Curious players who don't know what to do can just try out all the buttons until they figure things out. Sure, but I don't think you should ever have to resort to that."
I'll be honest, I'm going to press every single button to figure out what they do anyway because that's how my brain works and if the tutorials could just get out of my way and let me get on with that I'd really appreciate it. When I have to spend an hour "learning," having the game walk me through basic controls, it drives me nuts, especially if I'm replaying the game. How about making a game's tutorial optional right at the beginning? Best of both worlds.
I understand your point and think prompts should be optional but if you don't know how to move your character yet then maybe Hades shouldnt be your first game
Not sure if assume you know how to play them.
But some on that list do assume we all find some sense of accomplishment from beating a masochistic videogame.
"Push Square to Honk". There's something funny about that line considering what website this is on.
I never thought I'd see "y cant metroid crawl?" turned into an entire soapbox. But Stephen has managed to surprise me here.
I don't disagree with some aspects of the article. There are video games that assume you know what you're doing where the shouldn't. But there's a difference between games that assume you know genre tropes and systems, games that never inform you of how unique, complicated core systems work (Monolithsoft/Xeno games are among the very worst at this), etc. But lamenting games that don't tell you basics like moving..... if you have two sticks and 14 buttons (including d-pad directions) and can't just press them around and see what happens and figure that part out, I'm not sure having printed instructions is going to help. You'd need help telling you to hit X to get to the next line.
Otherwise we need an article lamenting how Amazon doesn't provide instructions on how to open boxes you receive.
@MFTWrecks Dont worry a 5 years old will get it faster then older people. Kids are quite fast in picking things up.
I dont think if you are new to games Demon Souls is the best way start with gaming. But my mom was brilliant in Super mario land and Tetris but i dont have to start with with games where you move in three dimensions.
And some games are easier to figure out how to play that good design. But games like MHW are quite hard to control. These are gamew where i somehow still have issues when i didnt play it for a long time somehow. Awsome game but bloody hard to master and when you get older i sometimes just dont feel like working on that.
I mean a toddler would push the sticks and see what happens. 🤷🏼♂️
Edit
Surely there is some truth in the article but vastly exaggerated in my opinion.
I thought Demons Souls tutorial was well done as far as basic control is concerned.
I remember my mum having a go of my Master System 2, she tried moving Alex Kidd by moving the pad. She basically thought of motion control before it was a thing. My wife likes gaming but like others have said she struggles with moving and controlling the camera at the same time, She had no patience either so she throws in the towel pretty quickly.
That's why we used to have manuals. Give me a manual over a use right stick to look around, press X to attack, etc tutorial in a game. Takes me longer to get immersed in a game when they start like that.
I work as a graphic designer and much of my days are filled with UI/UX, and, yes, I really do think that games should tell people how to move. I'll add one to that. Games should explain how to control the camera too. It sounds annoying, but nothing is more annoying than bad UX and having to quit a game because you don't know how to move. I'm the only person in my house that plays games. I tried playing Overcooked with my family and my dad was so frustrated because he had no idea how to move the character. My older sister and I used to play N64 games together growing up, so she understands how to move, but she has absolutely no idea how to control the camera with the right stick. No one in my house wants to ever play games with me because this fundamental design teaching is usually ignored and they're so intimidated by games that they never want to pick up a modern controller.
It goes two ways. For many of us, being told how to move is boring a waste of time. We want to ply the cane without doing a doctor eye exam.
Now, I started up Guild Wars 2 and felt as confused as someone who had never played a video game before because it told nothing, I hadn’t played an MMO, but it was unbelievably unintuitive.
I think many games should not tell you how to move, but many should explain their own systems better.
Also, Super Maro Bros and Sonic came with instruction manuals. Which having digital versions would be a good idea for basic game mechanics you don’t want make players go through an eye exam for.
@JJ2 Most of my family has never played a video game on a modern controller and duel analog sticks are completely beyond all of them. No one in my family except for me plays video games because they're so intimidating. This articles isn't exaggerated; it's a fantastic examination of bad UX in video game design.
@Jaz007 I wonder if it would be helpful if games would scale their tutorials according to the difficulty level chosen at the beginning of the game. I've never thought of that until just now. That would make for pretty interesting game design.
It’s amazing how many people are incapable of acknowledging that people with different experiences and skill levels exist.
@Nepp67 No one in my family (except for me) plays video games because duel analog sticks are too complicated for newcomers. This articles really isn't overexaggerating.
@B_Lindz
I mean. That’s just my opinion and I said so. I can see the rotten tomatoes coming at me in the comments already. Every one is different exactly. That’s what I always say. Same goes for opinion thank you.
How did you even make it past the title screen into the game? Games don't tell you how to move through the menu and select things.
We don't want those filthy casuals. Get back to candy crush scum bags.
Options>>Controller settings GG
I can't stand it when games over explain things, It drives me up the wall.
Whenever a game feels the need to explain incredibly obvious information to me I always think of that Egoraptor episode of Sequelitis where the tutorial girl keeps shouting "MEGAMAN, MEGAMAN!!!" ***** cracks me up every time
Demon souls,dark souls,nioh 1 and 2 and sekiro are not designed to be easy and are deliberatly not user friendly in regards to leading you in the right direction..i would never have enjoyed these gems of frustration so much if they held my hand through them..i would say that the majority of the time i've spent with these has been a lot,a hell of a lot of trial and error and i'm not a crap player so god only knows how somebody who has never played one of these games feels the first time they encounter one as i cant remember tbh..we dont need games to be dumbed down..do we?
It doesn't bother me when they have tutorials for basic movement. Usually in modern games the game will pause until you have done the action it instructs you to do. Then with more technical moves you have to do them something like 5 times. It's actually useful when things get complicated to have to actually nail it, so then you know you're doing it right.
Most games should have explicate direction like suggested to open the medium up to newcomers in the best way.
It is somewhat fourth wall breaking though, so I think it’s ok to exclude things like this if world building and atmosphere is integral to the value of the game.
@B_Lindz
Hi man. Sorry no offence intended.
What I mean in my opinion I said there IS SOME truth in the article but it’s a mistake to generalise. Some games actually make it fun for you to discover the controls.
In my experience of having a kid who started playing as a toddler I’d say different games are designed for different people.
The case of someone being completely lost with a controller is best addressed by playing a game meant for young players who don’t know that they can move a stick etc (unless moving is somewhat unusual then it on case by case)
Then we go into more elaborate controls and it obviously depends on the games having a good tutorial or not.
Just my opinion.
As soon as games went 3D, my parents simply couldn't understand how the games worked. I think that even if some people like games to be journeys of discovery where everything is a challenge, some people just play for a good time and the controls shouldn't be a challenge, in my view, for people to get in.
I get the basis of this article, gaming can be a complex hobby that can be obtuse at times and very unwelcoming to newcomers, but...
Do people not experiment? Who just sits there doing nothing until explicitly told to do so? The opening story about the woman who couldn't drive in Onrush, like, what? You press buttons, press all the buttons one by one until something happens.
I've been gaming for 40 years, so I totally get that all of this is second nature to me, but I had to learn it all at some point. Growing up with Atari and Nintendo, most of those games didn't tell you sh*t, you just had to figure them out. Granted, they were far simpler than games are today, but having to figure those games out taught me to experiment with the controls and allowed me to figure things out easier in later generations as more buttons and control options were added.
I'm not going to say "casual" gaming on phones and whatnot has ruined gaming, because it's simply not true, but I do think that the simplicity and hand-holding of those kinds of titles have de-incentivized learning basic problem solving skills to a degree.
I don't mind mild tutorials for stuff that isn't necessarily natural or is a bit more complex, but when we get hit with prompts to "Tilt the right stick to move" or "Press X to jump" it's just pandering, especially when they're the kind that freeze everything until you do the thing they're telling you to do.
@XOF Actually a couple of games I think do that. Can't exactly name them but I certainly remember them.
@MFTWrecks I'm pretty sure a 5 year old would press every button until he figures it out.
@MatthewJP I still do that and I've been playing for the best part of 30yrs. Especially when I'm so absorbed in the game and something extra "aghhhhhhhh" is happening.
I remember getting Half Life with my PS2 for Christmas, I was really hyped but it was the first time I had to get to grips with using the right stick to control a camera, and this was having been gaming since I was like..4. It was a massive learning curve. Take it for granted now but imagine picking up a controller for the first time in your 40s. Might not be relevant to the discussion but just my 2 cents 🤪
That said, git gud ffs.
@UnlimitedSevens
I agree with that. I tried to get an ex of mine into playing a Call of Duty campaign. She would walk forward and then use the right stick to aim. But she was having issues doing both at the same time.
I was playing some COD multiplayer last night and now that I think about it, as a lifelong gamer who’s played shooters since Unreal Tournament and Goldeneye, you don’t notice how minute your stick flicks are for movement. I’ve been doing it for so long that I don’t even notice myself flicking the stick quickly to circle around, or the small minute changes I make when zeroing my aim while moving. How I’m constantly moving both sticks while using the shoulder buttons and doing split second button presses where I’m off the right stick for just a fraction of a second.
I definitely see why that would be intimidating to a newcomer to 3D games, especially fast paced games like shooters.
Ahh yes, I remember trying to introduce a friend to Bioshock during the PS3 era.
But he had only played PSX before so he wasn't used to analogue sticks, and was holding his thumbs on d-pad and face buttons, and other fingers on the back of the controller, instead of the usual thumbs on sticks and index fingers on triggers.
I told him how to operate the controller but he just couldn't get the hang of it properly, his fingers would keep returning to the PSX formation. I can't remember if the ingame tutorial ever mentioned the sticks in that game - been a while.
"My rule was that I'd only push buttons the game told me to push, and Hades provides no prompts whatsoever. Not a one."
There's being a newbie, and then there's being a literal thoughtless puppet.
Tutorials are good and all, but there's no harm in dropping a player somewhere in a simple area, controller in hand, and let them figure things out on their own. You've got hands and a device with buttons and sticks. Even if you haven't touched a game in your life, you can do the bare minimum of experimentation. It's good for the brain.
@B_Lindz That's actually a good idea. If you pick pick normal, you should know how to use two sticks plain and simple. There needs to be a middle ground or a good way of communicating to different people. One problem is that the games mechanics that need explaining are also combined with eye exams in games.
@Gaia093 You need to already know how to play a game for that. if you've never played a game in your life and that could take some time to have any idea what those buttons do. I get what you're saying, but you jumped to an extreme where what your suggesting is a terrible idea.
@B_Lindz That makes the most sense to me - something along those lines, anyway. I don't want a tutorial that tells me how I can move my character and move the camera - I might want a controller map, or a tutorial to show me something unique about the mechanics of the game, but please don't assume I've never picked up a controller before.
But for people who, in fact, have never picked up a controller before, give them those tutorials I don't want to sit through. And then make those tutorials available on a menu to call up again later, because they'll forget when they try again a couple days later.
And definitely explain what L3 and R3 mean to the people who are new to modern consoles. Those are the least intuitive controller "buttons" in existence - they can be truly awesome when used well, but they're not obvious even after some explanations for someone who hasn't encountered them before.
Tutorials are always welcome but can get annoying the more experienced you get with games. I always appreciate it when a game asks if I want to skip a tutorial or not. Honestly that's something that should be almost standardized across the industry.
As for new players trying to get into gaming it's difficult to nail down one way to do it. Some folks struggle with camera control. Some can't remember where certain buttons are without looking. I know its not the the most thoughtful answer but it just takes practice is all.
I have a nephew who wants me teach him how to play Street Fighter but there's only so much someone can teach. I try my best but at the end of the day the best teacher is getting your butt kicked until it just starts to click. That's how I learned as a kid but it's fun to see how excited he got when he consistently threw a few hadoukens for the 1st time. Makes me proud. 😂
Old games used to get it right. Old games had "Start, Load, Tutorial, Settings" in the menus. If you want a tutorial it loads a special tutorial level that walks you through the controls, sometimes with extra content. Think of Barney walking you through the range in Half-Life 1. It wasn't part of the game it was a tutorial on the side. Hitman's series does the same, the tutorial is a special map, or set of maps, outside the main game.
Other than Hitman, the focus on "immersiveness" has left devs trying to incorporate the tutorial into the game itself, which I think is a mistake. It interrupts the main game, while also limiting how much tutorial is present.
If someone has never played a game start them off on Mario 2D platformer, then more them onto Mario Odyssey. They themselves will want to try other games if they take to gaming, let them learn at their own pace.
@NEStalgia You use to get manuals with game's, the good old days.
@Nepp67 I have a 3yo who most certainly does not.
@Jaz007 I was five years old when my parents borrowed a MegaDrive with Sonic from my older cousin. Far from playing one, I had never seen a videogame console in my life. I was sat in front of a TV with a controller, no explanations and a blue guy on the left of the screen. I touched stuff, the guy eventually moved, things happened, I learned how to play.
And that's a near-toddler who's never seen the thing. How many teenagers or 20/30-something year olds do you think have never seen someone else using a controller, even if just from afar or in some commercial? It doesn't take a genius to figure out you ought to press and push things.
An experiment where you won't do absolutely anything until the game prompts you is terrible because it doesn't resemble normal human behavior, even for a complete newbie. People are not robots and they should not be encouraged to be either.
And I also didn't "suggest" anything. Off-hand tutorials have always been a thing, and if the game systems are simple or intuitive enough, they work just fine.
@Flaming_Kaiser Everyone is capable of learning. But we could certainly afford everyone a more level playing field to do so.
Assuming everyone will "just try every button" is bad design. In fact it's a lack thereof. The article is sound. Games shod do better. Period.
That you would need help because of your lack of common sense for movement tutorials baffles me entirely. My nephew at 3 understands video game controls better than you seem to be implying you struggle with. Please stay in your lane when writing articles.
I know it wouldn't be exactly on-brand, but you guys really missed a trick IMHO in not just casually subtitling this piece "Hey, listen."
(OoT, for the record - at least the 3DS version I could readily whip out - would be an example of a classic game that organically tutorializes a great many things, but not its basic movement controls, nor, interestingly, its dialogue boxes that it expects you to advance even during the opening cutscenes.)
Anyway, generally speaking, I'd propose as a rule of thumb that a player can be reasonably expected to press each button exactly once upon gaining control (leaving the matter of clearly signaling to the player that they've actually gained control as another can of worms). If a button's functionality is added or conditionally changes after that, it might be a good idea to do some 'splainin.
I'm 43 and even though I've been playing games my whole life, Since the Atari 2600 and Spectrum ZX I can't tell you how annoying it is when you have to look up how to do something because of the lack of a simple guide they didn't bother to include. I'm talking about Controls here btw.
@MFTWrecks I find it funny that I see your comment about your 3 year old not pressing anything and then I see the another comment about their 3 year old understanding video game controls lol
I absolutely agree with the points being brought up, but I don’t think it’s a problem or even something to “lament”.
There is a vocabulary in video games and yes it can be a barrier, but not every game’s job is to teach game literacy. Games should be allowed, like film, like literature, to demand a level of literacy from the audience.
“Press ‘L’ to move” in Sekiro is a joke. I wouldn’t plunk down War and Peace in front of a five-year-old and blame Tolstoy for it being impenetrable.
I think theres something alot of you are not getting. Most of you in these comments including myself have been gaming for decades. You grew up in a time where games were much simpler to come to grips with. These days games are much more complex on average with the amount of mechanics you need to come to grips having drastically increased so imagine if you have never played a game before and just how overwhelmed you would be starting off, i wouldnt blame you if you gave up, said f--k this and continued watching tv or movies which isnt nearly as demanding. What he wants is to get as many people gaming as possible and not purposefully alienate newcomers. This isnt the 80s where you could come to terms with Galaga in a couple minutes, these days you have full 3d movement, rpg mechanics, dialogue choices, optional mechanics, crafting, etc. It's enough to get any newcomers head spinning.
This is quite literally the worst feature I have seen in my entire life. I'm honestly amazed at the sheer arrogance of it and the pointless lengths one can traverse to preach the smallest things.
Its funny because since i started playing games when i was like 4 or 5 when i load up a game new game i press every button to see what it does and then i work it out from there, now if 5 year old me who wasn't that smart back then and suffered learning problems then i'm pretty sure most others can work it out.
I swear gamers of today need everything spelled out in exact detail for every system the game has.
It's okay to press buttons on a controller even if you don't know what the button does. You won't break anything. It's okay to experiment.
Those are the messages I think are important to convey. There's a balance, but being told literally everything can take the magic away from some games.
Every time I play Mario Kart I forget the buttons, but I press a few and figure it out in about one second.
I hate "git gud" elitism in gaming but if you refuse to engage in any experimentation, if you won't even attempt to figure out how to move, or manipulate the camera without express instructions, maybe gaming isn't for you. I started gaming nearly 40 years ago, my first games were Pacman, Battle Zone, Pong, I played them using a joystick with a single button, I remember my first 3D games using L1/R1 to rotate the camera because the PS1 originally came with a digital controller and games needed to accommodate people without the dual shock. Some games came with tutorials and some didn't, but even if a game left me to my own devices I'd just experiment until I was comfortable to move onward. Far Cry 3 Blood Dragon parodied tutorial hell extremely well, most games put you in a starting area with no real obstacles or challenges, it's usually the perfect place for basic movement and camera exercises, if you're waiting to be told how to move or how to maneuver the camera, maybe ask yourself if interactive media is really for you.
Pretty sure someone firing up Sekiro is gonna know the stick moves. What would be more beneficial is to look into mass market targeting games and compare. My mom isn't like " ooooooh I don't play games but I'm gonna jump into this one here called Demons Souls !, sounds cute!" ... I purposely don't tell my 4 year old the buttons so she can figure them out.
There is something to experimenting and figuring stuff out on your own. If you don't know what the buttons do,just manipulate them and figure it out. This could be a good premise for an article with a deeper dive into mechanics and stuff but to remark on the lack of the most basic movement instruction in games known for their hard-core gameplay makes your point fall flat. Bake this up some more with relevant titles and specific mechanics.
@PegasusActual93 I have a podcast called The Gamer and the Newb and it follows me and my wife as she dips her toes in my favorite hobby.
As soon as she figured out the stick moves in one game, she just assumed that was the method of movement in other games. The article falls flat because he looked at the simplest thing and assumed the player was too dimwitted to press buttons.
I agree that gaming in general can do things to empower new players but this article isn't really thought provoking. It's very superficial and undercooked imo.
Would love to read something deeper and with more research about gameplay mechanics and good examples of natural tutorials that teach mechanics through gameplay and how that can empower newer players.
@Deljo actually, when my sister first got her hands on a game with a first person perspective she didn't understand that one stick moved the character and the other moved the camera. This resulted in her spinning around in circles staring at the ceiling. She never got used to it. Now she just refuses to play any game in a first person perspective, though she does play third person games just fine. Everyone should be allowed to experience the fun that is gaming, not sure why we have to have this gatekeeping mentality about it.
My 20 year old daughter won a PS4 from Taco Bell. She liked to play MMO's on PC. After trying to play on the console for a year she gave up, and gave it to my wife for Netflix watching. She went back to what she was more familiar with on PC.
I myself have had games I took a while to get into and enjoyed much more in the second half of the game when all the controls and combo-buttons became second nature.
@MFTWrecks Everybody can learn everything that maybe true. I can help my mom with modern games trying to show her but she will say no thanks.
She loved Tetris and Marioland on the Gameboy so i bought her a old Gameboy with these games.
Some people just dont have the patience or just want to relax and not learn everything or put in massive amounts of effort and thats fine.
Its a big step from Gameboy to a Playstation controller i can understand it will overwhelm a lot of people. But if you start gaming for the first time Demon Souls is not the way to start.
Late to the conversation, but I will say I had an experience a couple weeks ago playing FF7R where I panicked because I thought my game was broken as I couldn’t exit out of the first tutorial window. Pressing “O” is the default input to exit out of a menu. I pressed it and every single major button to try to close the window and it did nothing! Until I finally realized the three horizontal lines at the bottom referred to the “options” button and that is the only button that will close it 😅. Crazy how I’ve played games for years and almost couldn’t figure this out.
@Th3solution I think thats a really stupid button to assign this to i can totally understand that you thought WTF.
Been blessed playing video games since 1983 with atari.and im used to all the controllers.and gameplay Wise .im glad i been playing video games for a long time.i feel bad for someone playing video games now.its so fun.but some games are extremely hard .its easy for me.i mean the control would feel extremely unfamiliar for them.word up son
@Gaia093 5 years about about 3 relevant inputs. That makes it easier. You didn’t try to figure out hades, or do it at an age when that kind learning is sometimes harder. If you do if for long enough, sure, maybe you’ll start to figure it out, but it could take too long and be too frustrating. I get where you’re coming from, but you started when you were 5. The article is talking about people who don’t have have advantage. Or who aren’t great at experimenting with a controller.
@Jaz007 I don't think you "get where I'm coming from" despite saying it repeatedly, considering you went on a tangent about how Hades is a more complex game.
The specific game is neither here nor there. This was about people who've never experienced games figuring out the very basics (e.g. movement) on their own. It's something anyone can do, in a brief period of time, given a controller and the freedom to fiddle with it.
The extremes to which the 'test' I quoted takes the need for tutorials suggests otherwise, and that's what I take issue with. It starts off with the very flawed assumption that a new player wouldn't try anything until being given a command, which is wrong on many levels. To begin with, since they're not familiar with games, why would they even be expecting a command?
The natural impulse is to experiment. It's in our nature, no one told the cavemen they had to mash clay against a wall to paint in it. You have a guy standing still on your screen. You touch stuff to see if something happens. Guy eventually moves. You figure if the guy moves, then he can go somewhere, so you move him again. And so it begins.
Explicit tutorials are often necessary and this article brings up some good points about them - but they're far from always necessary and it's outright detrimental to spoon-feed players, brand new or otherwise, every single thing.
Enjoyed this article but I think it got distracted with the whole "left stick to move" prompt appearing or not appearing. I think this accessibility issue goes beyond just the controls and extends into mechanics which I thought the article would talk about based on the title. I find it really hard to start games in certain genres when they have a million side-systems and other mechanics that they just assume you know so you can maximise your character's effectiveness. Games with all that depth and no explanation of it, are of absolutely no interest to me anymore. I don't have the time anymore to learn all that stuff, as great as they may be, and if the devs don't want to explain it to me then I'll pass lol.
@MrSensical I find those types of games actually do explain the million side-systems in excruciating detail, but super early in before you can really utilize them, and all at once. That's just too much information at once.
So what I do is just ignore that stuff until I can no longer progress through the game easily and then look up online what those side systems are because I don't know how to pull the in-game tutorial back up.
Games like Super Mario Bros. and Sonic the Hedgehog came with physical guides that gave the controls for the games. Pretty much all physical games came with booklets up to a certain point in time, when they decided it was cheaper to have tutorials in games or show the controls in the Options menu instead of having physical guides.
I’m in her minority here, but I agree. A lot of games these days just make assumptions. Sure, you can find the control scheme under options, but for new or inexperienced gamers, that’s not always easy either.
I even find myself missing out on special moves or combos sometimes because there’s just not a lot of explanation. I eventually figure things out, but I do agree that too many games just assume you know how to play everything.
I miss the days where you had a manual to prep you. 😄
@Milktastrophe totally true! Definitely have played games like that too.
Some of you haven't seen Sequelitis and it shows. Here is why game design should revolve around teaching you how to play the game and not have a long tutorial. You're welcome. PS also why MegaMan X is the greatest game of all time...
https://www.youtube.com/watch?v=8FpigqfcvlM
@Thrillho Game Ma y'all's are actually a crucial point for this article, which somehow was missed...
@Quintumply: especially when comparing old NES or whatever games to today's games, you should at least mention, that the came with a manual that explained at least the basic moves. I remember the Super Mario World manual explaining how to use the cape to fly for example.
Also, when doing the comparison you should have checked if the games show a controller layout in the options menu. If they do, then it is somehow the gamers responsibility to look it up. It's similar to a manual.
Just my 2 cents
I don't think people needs this kind of info in every game. Maybe some kind of tutorial for que controller. I think Astro in ps5 make the right approach, if you buy a ps5 without any idea in vídeo games and you play Astro, you get the bases of the movement, jump, R3 L3 etc, like reading a manual of your new device. Let the Game explain only the specific controls. Even a new player will know how to move after one game played. So I think every new device should have a little 1 or 2 hours game that serves as a controller tutorial.
Do games really instructions on how to move in games. Even a newbie can figure it out without instructions. Actually come to think of it a newbie can do everything an experienced gamer can. You literally have every button you'll ever need right in front of you, if you're stuck press every one of them and see what they do. What is wrong with this new generation needing everything explained for them. Go and try MGS1 you literally get no instructions at all, ever except "press select for codec".
I just either go press every button to see what it does, or I look at the control scheme in options.
Every, even unaverage, intelligent person, who wants to play game know, that it must be controlled somehow. And everyone, when game starts for the first time, immediately start to push different buttons, move different sticks and try some button/stick combinations to discover controlling. It is something as primal instinct.
While I think that the games should teach you fundamentals of their gameplay before dropping you into their world, I've never experienced a time where the game would become unplayable because it left out some important mechanic.
However, if your first instinct when you start the game is to stare at the screen and wait for instructions on how to do a simple task such as moving (or even accelerating) without being proactive and pressing/moving some stuff on the controller...Try investing in some common sense.
@RobN Oh man, really, though. I remember when I got my PS4 and I was coming from the Wii. I've played video games for most of my life, but I was at a complete loss when the game I was playing told me to use R3 and L3. It blew my mind when I figured it out, but it still took me forever. No joke, I even tried to hit R1 and R2 at the same time because, in my mind, that added to R3. Hahaha!!
This is such an oddly specific observation. I love it.
If anything I often find it's the other way round and they hold your hand too much early on. I think the example of working out which button is accelerate or using the left stick to move is a huge reach though. I know we don't have manuals these days but a quick trip to the options usually tells you what the buttons do
@ShogunRok to be fair my 4 year old has worked out how to play Animal Crossing without being able to read anything, he can also beat the first few levels of the original Doom. Don't forget all of us had to learn how to play these games too and often when games themselves controlled very differently from one another
@Gaia093 exactly, my 4 year old is working out how to play games without being able to read any instructions. He's able to play Animal Crossing, Doom and Mario Kart amongst others and even navigate my hacked DSi to play a variety of games, all just by pressing buttons to see what they do
I agree with the majority of the comments. Some games sort of “assume” that you know what to do.
And there some degree of elitism and snobbery involved in this too.
But we all have to learn how to play at some point. We all have to start somewhere.
I remember my friend struggling with Uncharted on the PS3 - moving the player, moving the camera, aiming, shooting, crouching - all at the same time. I think she was probably only familiar with games like Mario.
I think that a certain degree of “hand-holding” is probably a good idea for everyone, even a basic tutorial.
That said, the first time I set up my Xbox One, I couldn’t even turn it on. I checked all the plugs and cables, and still nothing happened. I found what looked like the on switch, but it wouldn’t work. I only realised later to keep my finger on the button - it then sprang into life. That was a relief.
I probably look like a fool now, but we all learn through practice and experience.
While I'm pleased that this article has generated some good conversation about games and how accessible they are, on reflection I think I could've done a better job of addressing the wider issue in the feature rather than hone in on one specific point. The whole "These games don't tell you how to move" thing was only really intended to be an example of how some games can be quite unfriendly to those who don't know the ins and outs. I think it was a mistake to make that the focal point of the piece, though, as a lot of people have latched onto that and are taking it more seriously (and literally) than I really intended.
That's on me, of course. I won't be making any changes to the article at this stage, but I think it's clear that I could've done a better job here. Appreciate all the comments and feedback, as always.
@Quintumply I do appreciate there is probably something in the sentiment that you were trying to get across and we've all been there in not quite getting across what we intended.
@carlos82 I don't generally question people's parenting, but why can't your 4-year-old read? Given what you've said so far they're evidently not unintelligent, but most kids I know can read by 3? If you've spent time reading to them and letting them turn the pages etc, maybe it's worth getting them checked out for dyslexia?
A few years ago I tried to get my wife into gaming again (she used to play GB and PS1 back in the day but largely platform based games). I tried her on Gone Home as I thought she would like the story and she just... couldn't get her head around moving and looking around. She tried for a bit, kept getting it wrong and then gave up.
For me it was profoundly frustrating because it seems as natural as breathing but she just got frustrated. Now I imagine she would have picked it up if she was that interested but to her, the whole thing of moving with one stick and looking with the other felt unnatural. Not sure it needs tutorials but I think we forget that so much of our gaming has become second nature and is harder for some to get into.
@theheadofabroom Eh? Here in the U.K, primary school and compulsory education starts at 5. A lot of children will begin to learn phonics before that age but not to the level where they can, you know, read and contextualise the complexity of rental agreements with Tom Nook on screen in Animal Crossing.
I love the fact you know lots of genius 3 yr olds but believe me, that is an exception.
I HATE game tutorials. Only as optional thing, like in MK11 is acceptable.
When game just throws you in - it's the best experience.
@Nepp67 No, I said she doesn't just push everything randomly like people here claim uninitiated players will inevitably do.
She sits and waits for me to help her learn to play (admittedly we're playing a game I also never played - Donut County - so we're learning the controls together). Once she knew to move the stick and when I tell her to hit the right button, she does. She doesn't just hammer on the buttons like a cartoon interpretation of a child, which is what most people seem to be describing.
@Flaming_Kaiser And I think part of that problem is exactly what this article argues: too many modern games assume too much of their player. If they took the time to teach players better, your mother could play more if she so chose.
We're on the same side of the discussion here.
This is a good article. I've had this thought quite a bit lately, when I pick up a new game and even though I understand things as a long-time gamer, I'm stuck by how little direction the game gives the player. I recently started playing Mass Effect 1 in the Legendary Edition, for the first time, and had I not played through ME2 and ME3 multiple times in the past, I would have been completely and totally lost.
As someone in their 40s, I've long been accustomed to games holding the players hand early on to a certain degree. For me, its standard, and familiar, and sometimes necessary. But I've noticed that younger gamers often seem to not want that, and want to just jump in blind. And I'm guessing that developers are caught somewhere in the middle.
Not a NES era gamer, huh?
@Rudy_Manchego thanks, you beat me to it. He can read what I'd expect him to be able to but is suspect in game tutorials are beyond his abilities. Not that it seems to slow him down or stop him stealing my decorations on Animal Crossing 😆
@carlos82 He he - yeah, my five yr old doesn't understand some of the games on her 3DS but can still get very competetive on Mario Kart.
It's an accessibility issue, no doubt.
I've scanned the comments and am quite surprised no one's come up with this simple solution. Upon booting up a new save games need to ask the players level of experience and then tailor tutorials to that level, or turn them off entirely.
Simple solution, but getting it implemented industry wide would be an uphill struggle.
@MFTWrecks My mom loves Netflix and series she has so much on her head that she just wants to relax. Oh i dont have a issue with more people being able to play. As long as i can skip it sorry i would be so annoyed if the game wouls tell me press Cross to crouch or Squareehatever it is.
@TeapotBuddha Totally disagree. Too many people are getting stuck in Dark Souls not knowing how to move the character because the game doesn’t tell you the use the Left Stick. It’s really bad for our hobby and this industry that a game like Hades wins Game of the Year awards and when all these folks who want to get into gaming spend money only to be staring at a static screen with no idea how to make the character move and absolutely no way of figuring it out with wading into the esoteric, posting on toxic forums with hardcore gamers screaming at them to “git gud”...
alright I can’t keep a straight face anymore.
I do think there is a kind of problem that this article seems to miss in it’s painfully undercooked experiment, and that’s the lack of instruction manuals, and the history and evolution of gaming literacy.
We have an incorrect sense now that “literate” gamers just sprouted from the ground. Fact is, these games came with instruction manuals that were allowed to be “assumed knowledge” when designing a game... to the point that many games used it as a “piracy” measure — that you could not progress without some code or information in the manual. The idea that anyone could pick up Zelda or Metroid without a manual and figure out is not only unrealistic, it’s just not what was happening.
As the manual phased out and the in-game tutorial game to prominence, it brought other issues. It is a very difficult nut to crack, and few games do it well, and maybe none perfectly. From my perspective, they are patronizing, ruin the pace, and more often than not teach you to play the game incorrectly - it’s like teaching syntax without grammar.
I think the problem lies in that space, between developers failure to bring teaching tools that work better outside of a game context in-game, and player expectations on how the game teaches players... this article being the most egregious (and idiotic) example of a desire for coddling. Even the fact that this person in the article was given a controller and not told how to play beggars belief, and to blame the game? It’s almost like it’s born from a desire to not interact with people, but with devices, and lay the burden of communication is the most generic sense on them.
@get2sammyb Right stick camera control has got to be the number one obstacle for new gamers. Being a gamer for 30+ years, I wouldn’t have bothered to learn until the camera control was essentially made ubiquitous in the PS2/Gamecube/Xbox era. Nintendo recognized this with the Wii, but they and third party developers failed to build a bridge from those games to modern ones, though you could argue that from today’s perspective, I think Galaxy to Odyssey is a comfortable ramp.
All it takes is a game that doesn’t let me invert my Y-Axis and I am fumbling and stumbling like a green newbie.
@PossibLeigh I don’t think we should conflate accessibility with approachability — it’s one thing to not be able to read and another to not be able to turn pages — but I totally agree there is some version of what you are saying that is a better solution than a scripted, mandatory tutorial. How hard would it be to implement a dynamic tutorial? Why not “press L to move” after a certain amount of time with no input? How long will you let a player struggle to figure it out before you tell them? The current standard is zero seconds, but I think 15-30 seconds would dramatically increase how good a tutorial feels to both new and experienced players.
@Rudy_Manchego UK here too, and I guess I should be more impressed by my nephews' ability to follow the instructions on their toys. My bad
@Quintumply I think this is a good article, based on the extent of the conversation in the comments section. I moved from PS1 in my late 20s to PSP to PS4 one year year ago, with a huge gap in between... never touched a PS2 or PS3 console or controller. I've had no particular issues when getting back into gaming after 15+ years but that's probably because of muscle memory. Why do we have to invert the Y axis though, should inverted not be standard or is that just me?
The main issue I have is in games like Final Fantasy, where I get too far into it too quickly without levelling up enough. Then I Google the bosses I find impossible and think that I wished I knew about stealing items at the start, or mixing stuff together.
I like these Soapbox articles, keep them up!!
@MFTWrecks
@get2sammyb
Same about my daughter. She really likes games and whenever she sees me playing sth like God of War, she asked for the controller, but she can only use the left stick. That's why now she only plays 2D games like Rayman
@theheadofabroom Indeed - if they can read all the onscreen instructions in Animal Crossing at 3... well, yes you should be!
I resonated with some points. The PS5 for example was my first PlayStation console, and I had no clue on how do to most things in most games, still today I find myself forgetting how to do something in a game. The only thing I had before was a Xbox One S, and I only played games like Forza and Fifa, now with the PS and the opportunity to play some cool exclusives, I find myself lost sometimes, having to read guides or looking up how to do a certain move.
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