webofcontradictions reblogged your post I saw someone make a status o... and added:
I think that they just want an option in-game of whether or not they want to play the tutorial. You don’t get a tutorial...
yeah but if you do that then that alienates the player because it means that you need to go out of your way to read up on what you don't know, which, in itself, can be worse than a well built tutorial in a lot of ways. Fighting games are different entirely, but for a lot of genres, a game that has a good tutorial, has a tutorial that you shouldn't even remember having to do. It should be one that brings up things that are important when the mechanics come into play, not when you're tired of button mashing so you have to look through the menus to figure out what to do. Because all that does is break immersion and make the player have to look through shit that they don't want to look through. An optional menu can be good however, because that means that someone can put the game down for a few months, and within a few minutes, can pick it back up again without struggle. But a tutorial should still be present, whether or not it's wanted or not. Not everyone who plays a game is a seasoned gamer who knows all the basic elements of design (ex: how WASD is standard in PC games for movement).












