Discussion Forums > Gaming
Do They Really Not Make Them Like They Used To?
zherok:
--- Quote from: nstgc on June 29, 2012, 04:13:13 AM ---While I think that self discovery is the best, and most rewarding way to go, tutorials do have their place. As has been mentioned before, modern games are more complex then the older ones. I do think the rewards of self discovery really can be used to show what is lacking these days.
Games these days seem to be about killing, blowing shit up, and being a general bad ass. These aren't personally rewarding like working through a tough situation would be. Also, gamers these days lack the patients to learn the game themselves.
--- End quote ---
There was a article on Kotaku today talking about how Japanese games tend to assume the lowest common denominator. I think the tutorial methodology is a result of that. And I think even Western games often fall prey to it. Outside of indie games very few modern titles are just pick up and go.
Many seem to assume you've never even played a video game and teach you one thing at a time (particularly irking for me is getting a brand new game that essentially doesn't have a manual, but is willing to waste 30 minutes of my time with a mandatory tutorial level.) I don't think modern games are so complicated you can't simply tell the player up front, yet tutorials are still nearly ubiquitous. When you're selling games that are only 8 hours long sometimes, maybe don't spend half an hour of that telling people how to move their character.
nstgc:
To quote the article in the above post:
--- Quote ---Just imagine if you had to order McDonald's like a Japanese game's option menu. It would be horrific if you had ever been to a McD's before. Can I take your order. Hamburger. Hamburger is a piece of meat, two buns, ketchup and mustard. Are you sure you want a hamburger? Yes. That is friction. Western games stop when the user says hamburger. They assume that user intent is initially correct. JPN games should too.
--- End quote ---
zherok:
The metaphor reminded me of the older PSN purchasing system (http://penny-arcade.com/comic/2007/03/02)
Nikkoru:
So long as you can skip the tutorial, I'm happy.
Though if it can be done like Portal, I won't complain.
Pagonis:
This is talked to death.
Nowadays all that time (== money) consuming texture, model, sound, etc work requires a shitload of money. And no one wants to invest into something new or different with a chance of losing that money. So new stuff emerges from indie developers or low budged projects (and most of the time they look good on paper, but have a very poor execution due to budget - so low sales and that's even more fuel to fire not to invest into something new and brave).
Also, making not a linear maps with all these shiny graphics is, again, time and money consuming. It's not anymore that you can make one 16x16 texture and use it for 5 different walls in passages from point A to B. Now it's one short tunnel with different models, textures and sounds. Looks really good but is also very, very boring and mindnumbing...
So yeah, better looking, more shallow.
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