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Gamers in general - from Facebook-gaming Social Media-ites to Hardcore Dungeon Crawling assholes like myself - don't like being treated like
retards, Wu, and they resent being talked down to. Idiocy like overtutorialization are things
everyone with half a brain despises. There's a fucking world of difference between a few optional "THIS IS HERE TO GIVE YOU ADVICE IF NEEDED" things (see: Dark Souls' early messages in the Undead Asylum), and what people rightly call "hand holding."
Examples of excellent tutorialization:
* Metroid (Aside from Other M - usually done via level design)
* Megaman (Specifically Classic and X Series except X6 and X7 - also usually done via level design)
* Shantae (Also done via level design)
* Super Mario Bros (NES version does this just fine, being the quintessential platformer)
* Dark Souls (opening area explains general combat terms and essentially walkthroughs you past the first area without any overt hand-holding)
* Bloodborne (Offers tips in the Hunter's Dream for newblets, but essentially mandates that the player learn via brilliantly-deployed in-game mechanics)
* Etrian Odyssey (Early missions explain the importance of the map system and basic item usage, typically without forcing you into it)
* Silent Hill (All the core games other than SH4 (which takes a different approach) gradually lead you in with mechanics, weapons, and environmental interactivity)
Examples of good tutorialization:
* Destiny (Comes quite close to correct, but fucks it up with mandated hints. Other than this, good; gradual lead-ins during first quest, gradual arsenal building)
* Giana Sisters (levels have signs with pictures that generally explain what shit does)
* Castlevania's DS Releases (Generally gradual lead-in; not quite as elegant as Metroid or Megaman but often much more complex)
* Helldivers (Tutorial Level, but the game is complicated)
* Dragon Ball Xenoverse (Tutorial Levels that are rather fluffy and make sense)
* Deadly Premonition (Intro level. Mandatory tutorials but not obnoxious)
* Transformers: Fall of Cybertron (Intro level has you learning the mechanics, hilariously, as recovering from being
blasted through a wall)
* Perfect Dark (CI lets you acclimate to the controls and weapons)
* Parasite Eve 2 (MIST area helps you learn the combat system - FOR PRIZES NO LESS)
* Super Mario RPG (to say anything merely detracts from the humor of the intro stage)
Examples of average tutorialization:
* Gears of War Series (Intro areas of Gears 1-2 so players can "work out the kinks" or "break in the rook")
* Castlevania: Symphony of the Night (Excellent lead-in, but only after the intro sequence with Richter)
* Starbound (Mandated progression quests)
* Dawn of War 2: Retribution (Tutorial Level)
* Mass Effect Series (Tutorial Levels all around)
* Splinter Cell: Conviction and Blacklist (Tutorial Levels)
Examples of bad tutorialization:
* Revolution 60 (forced hand-holding THIS IS HOW YOU PLAY segment, unskippable, fucking new players)
* Every fucking David Cage game ever (same)
* Alone in the Dark (2009) (SAME)
* Silent Hill Downpour (FUCKING SAME)
* Etrian Mystery Dungeon (Fucking hand-holding "you need this, you're a retard" intro dungeon that pisses off every series veteran; mandatory and cannot be bypassed; classes players actually want withheld until you make progress)
* Pokemon in general (10-30 MINUTES BEFORE WE CAN GET DONE WITH FAFFING AROUND AND
PLAY THE FUCKING GAME. Thank you X/Y for breaking the mold)
* Megaman X6 (HERE IS INFORMATION ABOUT THE LEVEL AND STUFF IN IT. UNAVOIDABLY. WHILE WE EXPLAIN NOTHING OF HOW THE NIGHTMARE PHENOMENON WORKS. ASSHOLE)
Examples of Horrid tutorialization:
* Megaman X7 (CAN YOU HEAR ME? ZERO?)
Examples of Apocalypse-Tier tutorialization:
* Far Cry: Blood Dragon (DONE INTENTIONALLY)