Either it didn’t teach you anything at all, or it taught you the most irrelevant parts of the game.

  • YuzuDrink@beehaw.org
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    2 years ago

    Dwarf Fortress, for me. Even the graphical one on Steam, I needed to watch YouTube videos to really start digging in to it.

  • FIash Mob #5678@beehaw.org
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    2 years ago

    The worst one I can remember is Final Fantasy 8.

    But also the UI was so complicated and bad that it made me hate the game.

  • addie@feddit.uk
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    2 years ago

    Witcher 2, before they patched in the tutorial mission. (Which is still not very good as a tutorial.) Enjoy getting a shitkicking in the very first fight, since you’ve no idea of the controls.

    • vent@beehaw.org
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      2 years ago

      Wait, you don’t just know all the different ammo calibres and variants?

  • Victoria@lemmy.blahaj.zone
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    2 years ago

    Witcher 3. Just huge walls of text, teaching you the most intricate details of some mechanics, and not enough for others.

    • Overzeetop@beehaw.org
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      2 years ago

      Huh, I didn’t think it was too bad. The movement/sense/fighting I thought was pretty good, and that was back when I was just (re-)starting gaming and hadn’t touched a controller in decades. Granted, it didn’t go much into any of the crafting or stat/character enhancement strategy except as a “first time in” walkthrough of each screen.

    • Overzeetop@beehaw.org
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      2 years ago

      Funny, thinking back to that tutorial they teach you a couple of mechanics (like rebooting your ship) that are almost never used in game. OTOH, there are, what, 300 different bindings in the game now?

      I found the Odyssey tutorial was frustratingly opaque as to how the entire new UI worked.

  • Limeaide@beehaw.org
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    2 years ago

    I don’t have an exact answer, but there are a lot of games that you need the wiki up on your second monitor for. Their tutorials teach you the basic controls, but nothing about what you’re supposed to do or anything like that.

    I feel it’s kinda lazy on the developer’s side and leave it to the community to do their job. You see a 5-10 min video on youtube explaining everything, yet the developer couldn’t do that?

      • CharlesReed@kbin.social
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        2 years ago

        Vampire: The Masquerade - Bloodlines tutorial was a good 30 minutes for me the first time I played it. Luckily they give you an option to skip it in subsequent playthroughs, but it covers pretty much everything you need to know for gameplay imo.

        • falsem@kbin.social
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          2 years ago

          Yes, but that’s interactive. I don’t have an issue with longer interactive tutorials, more “sit here and watch a video” style.

      • Limeaide@beehaw.org
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        2 years ago

        I get what you’re saying but there are ways to implement it in the gameplay with prompts, descriptions and dialogue.

        I love a lot of the games I’m criticizing, but sometimes they go too far. I’ll pick up the fart machine 3000 and the description will just say “Butt Fart Pfffft Toot Toot” and I’m just kinda left like wtf and i have to close the game and go into the wiki to see what the hell i just picked up and if its worth the inventory space

      • milo_bytes@pawb.social
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        2 years ago

        Stardew Valley technically does give you a lot of the wiki information through the books and by talking to the NPCs, it’s just a whole lot easier and less time consuming to use the wiki

  • preciouspupp@sopuli.xyz
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    2 years ago

    That BF game, where the tutorial instructions were given in broken english by some manager from the company making the game. Pure cringe.

  • TheEntity@kbin.social
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    2 years ago

    Deus bloody Ex, the first one. Both the tutorial and the first mission are mostly useless and many players outright drop the game during the first mission. Afterwards the game shows its true colours, but the beginning is just rough.

    • Die4Ever@programming.dev
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      2 years ago

      I always thought Deus Ex’s tutorial was pretty good and well made, although it doesn’t tell you anything about computers/hacking

      https://youtu.be/ziWIU-M7DBk

      I just think it’s impossible to make a tutorial that will prepare players for how open Liberty Island is lol

    • ElectricMachman@lemmy.sdf.org
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      2 years ago

      I think Liberty Island is a brilliant introduction, showing you how you can take multiple different approaches to achieve your goal. But yes, it’s also a serious trial-by-fire. I remember I couldn’t even find Filben when I first played.

      • TheEntity@kbin.social
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        2 years ago

        It seems we agree. In the hindsight: yes, it’s a decent level. As an introduction: hell no. With player not knowing what to expect and with barely any character abilities it’s one of the most confusing first levels I can recall.

    • PALONK0@lemmy.eco.br
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      2 years ago

      Wait, the first mission is that bad? I just dropped the game because of it, maybe I should give it another try

      • TheEntity@kbin.social
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        2 years ago

        I’ve bounced from it 3 or 4 times. Once I got past the start, I’ve had a blast, easily in my top 20 games of all time. Give it a try!

  • Bri Guy @sopuli.xyz
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    2 years ago

    The game that comes to mind is Dark Souls. They teach you the bare bones of the controls and that’s it.

    Nothing about where to go, what stats to level up, ways to defeat specific enemies, what spells/elemental attacks to use, etc.

    I had to Google a lot of things in the beginning.

    • tmyakal@lemm.ee
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      2 years ago

      I always figured this was an intentional part of the design philosophy. The game lets players write and read one- or two-sentence strategy guides anywhere in the world. I took the hint and figured they wanted me to look up strategy guides.

    • spiderman@ani.social
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      2 years ago

      Elden ring was my first “souls like” game and it was also an open world game too. For a gamer who wasn’t accustomed to these kinds of games, it was a totally different experience for me.

      • Bri Guy @sopuli.xyz
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        2 years ago

        Elden ring I think is still much more accessible for a newcomer. If you try Dark Souls 1, you’ll realize that the difficulty of the game also learns pretty hard into more tedious aspects.

        Getting cursed in Dark Souls 1 means you’re HP is capped to half until you find the cure, as an example.

  • PonyOfWar@pawb.social
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    2 years ago

    Mario & Luigi: Dream Team Bros, because the tutorials never stop. Even 20 hours into the game, it will explain which button to press in exhausting detail every single time. Gave up the game due to this.

    On the opposite side, ΔV: Rings of Saturn. The tutorial does a really bad job of explaining the (very unusual) controls of the game. Worse, you can accidentally leave the area during the tutorial, which cancels the tutorial altogether so you have to restart the game. That happened to me twice. Third time was the charm though, and I did enjoy the game afterwards.

  • GolGolarion@pathfinder.social
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    2 years ago

    If you’ve never played Fear and Hunger, it’s really easy to assume that there’s no tutorial. At the very start of the game, a pack of angry dogs appears and mauls you to death. If you go through the front door, the pack of angry dogs follows you and mauls you to death. You can escape from the dogs in battle, but they’ll keep chasing you on the overworld until they maul you to death.

    The lesson the game wants to teach you is “Hey, don’t stick around and fight enemies that will maul you to death”, and “Hey, you should actually check out the side passages instead of the obvious way forward” because the dogs will not maul you to death if you dip into the side passage in the very first area. The game has a lot of such side passages that you need to look for later on that will save you so much grief, but you have no way but to intuit that this is something to look for in the first place after being mauled to death by dogs a few times.

  • TehPers@beehaw.org
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    2 years ago

    Minecraft. Back when I started playing, it wouldn’t even tell you what recipes existed, yet gave you a 2x2/3x3 grid with hundreds of types of items/blocks to figure it out yourself.

    Still one of my favorite games though.

    • Schmeckinger@feddit.de
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      2 years ago

      I didn’t know stone pickaxes existed. So I always saved a iron pickaxe I got from a friend to mine iron.

    • storm_koala@beehaw.org
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      2 years ago

      Without external resources I would probably never have figured out what the 2x2 empty grid in my inventory was meant to be! I watched so many videos and read numerous wiki articles it could have been a college class.

    • SenorBolsa@beehaw.org
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      2 years ago

      The early builds had few enough things you could make that it wasn’t really that hard to intuitively figure out but in it’s current state it would be near impossible to figure out how to make some things without recipes to guide you.

      like early alpha builds I think the only thing that would have tripped you up hard would be trying to make dynamite firestarter, or shears even then you could experiment for a while and figure it out.

      • TehPers@beehaw.org
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        2 years ago

        I think the issue was it wasn’t clear what items were available to craft. If I had known that axes, pickaxes, shovels, etc. were all in the game then it might have been easier, but even making the crafting table (2x2 wood planks) wasn’t very intuitive. Honestly, there wasn’t much of a clear path forward with most of the recipes. Advancements and the recipe book later helped a lot, but it was pretty hard to play during beta and alpha without the wiki or a mod like TMI.

        Then there’s redstone. I feel like even today, redstone is completely unexplained in the game, and while you can kind of figure it out on your own, many of the intricacies are left unexplained (repeater locking, timings, comparators, how redstone is passed/not passed through different kinds of blocks, gates, etc). Without taking some time to learn about digital logic and basic computer engineering concepts on your own, redstone is basically magic dust that does a thing when put in a specific configuration.

        Also, being pedantic, but shears weren’t added until beta 1.7. Wool dropped from sheep before that. That being said, alpha had a lot of really weird mob drops (why did zombies drop feathers?) and there wasn’t much use for wool anyway beyond decorative purposes and hiding doorways with paintings until beds were added in beta 1.3.

        • SenorBolsa@beehaw.org
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          2 years ago

          Oh yeah, I forgot, it’s been a decade you used to literally just punch sheep and I vaguely recall when that update dropped. I recall eventually just looking stuff up, but a lot of it I figured out on my own first. Redstone is absolutely something that really needs an in game guide that the game completely lacks, nothing about it is intuitive at all, even if you know how digital logic works it behaves a little strangely.

          I always played the game to build cool forts and castles so wool was definitely useful to me to make them look good.

          zombies dropped feathers because the game didn’t have chickens until sometime after 2012 (0.3?) and you needed them for arrows alphas are just like that. The Rust alpha was similarly nonsensical.

          I always thought part of the appeal was just discovering the world and how it works, but it’s so established at this point it’s better to just have a guide in game.