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Tutorials - Your opinion!

04-15-2016, 04:35 AM
Joined: Jul 2015
Location: Sweden
Posts: 88
Tutorials - Your opinion!


I think it depends on the game, but it's always interesting about hearing people's opinions about tutorials.

What do you think about tutorials and their length? How long would you say a tutorial should be until you will just like, screw this game and this tutorial?

Do you have any good examples of games with tutorials in small, medium and large games?

Best regards,
04-15-2016, 10:39 AM
Joined: Aug 2015
Posts: 552
I've not had any great problems with tutorials. Some are better than others of course, but I've never given up on one. If I find a game interesting I'll figure out how it works somehow. Obviously it's more important with highly complex games and I guess the easiest type of tutorial is one that overlays the interface, highlighting buttons to press whilst giving an explanation of what's going on. A good recent ios example, having this type, is Mars Tomorrow. A very complex game where the tutorial can be reactivated at any time to provide help and suggestions of what to do next.

04-15-2016, 12:42 PM
Joined: Apr 2016
Location: somewhere over the rainbow
Posts: 150
I tend to think that the way the tutorial is organized largely depends on you key audience. Younger generations are playing games more frequently and they're definitely familiar what to do in a new game, because they play tons of games and many features are similar in different games. So they can understand intuitively what to do in this or that new game. For elder generations the situation differs.
04-15-2016, 06:14 PM
Joined: Jan 2011
Posts: 955
I can be put off by excessively long tutorials. The best ones have mini tutorials scattered through the game - so when a new concept is introduced you get a mini description - so you never have to spend too long learning without playing the game.
04-20-2016, 06:30 AM
Joined: Apr 2016
Location: Prague, Czech Republic
Posts: 27
Overly long (and boring!) tutorials can stir negative emotions in players. In my personal opinion (although it varies based on game's target audience) the best tutorials are the ones where everything falls in place naturally like a part of the story.

e.g.: There was a power failure, but we've finally repaired a few subsystems.

But if you are going to show people how to select units, move the map.. don't torture them for too long :-P.

Semi-hardcore gamer & "Herald of Mobile Gaming" from Mingle Games, helping out fellow indie devs however I can .

Goodie for TouchArcaders -> Dreamy instrumental OST from Calming Lia.
04-21-2016, 06:37 AM
Joined: Jul 2015
Location: Sweden
Posts: 88
Thank you for all the responses, we will keep it in my mind when we are doing the tutorial for Castle Cats, hopefully you can help us test it soon!

04-27-2016, 08:59 PM
Joined: Apr 2016
Posts: 46
In this generation, most of the youth has a short span of attention and that is scientifically proven. And so I think you tutorials shouldn't be that long
04-27-2016, 09:45 PM
Joined: Nov 2013
Posts: 128
Originally Posted by AnRiv View Post
In this generation, most of the youth has a short span of attention and that is scientifically proven. And so I think you tutorials shouldn't be that long
Aint that the truth
04-28-2016, 05:44 AM
I am very happy to read all post thanks sharing

Applications Development Android

Last edited by angelrose; 04-29-2016 at 06:16 AM.
05-02-2016, 01:04 PM
I think tutorials should ideally be integrated into the game, like the first time you play it or first level you play will teach you how to play the game and introduce challenges. Also, keeping dialog boxes to a minimum, so that players can learn the game uninterrupted is important. But this all depends on what kind of game you're making as well