Thomasorus
Member
We had a debate over tutorials in fighting games a while ago: http://www.neogaf.com/forum/showthread.php?t=840119
What I post back then still applies:
What I post back then still applies:
What I don't like about this video is that it asks for tutorials that are breaking the wall of things you need to learn, so you can take time to learn them, memorize them all. Many games already did it: VF4, DOA5U, Skullgirls, even MK9 and Killer Instinct. In Skullgirls you have a tutorial explaining to you that you need to jump over a projectile runing on the ground, a tutorial explaining to you what is hit confirm, etc...
The problem is : nobody likes tutorials that lasts more than 20 minutes. Nobody except for MMOs players like grinding like the video suggests. You could very well put tutorials in story modes (it already exists) but if you are not good enough or don't care because you actually like the story more than the game (hello BlazBlue), you can't continue and you stop playing the game without being able to learn how to play or how the story ends.
Of course we can have tutorials like VF4E and DOA5U where the game explains to you what, why, how. But if you did played them, you know exactly what went wrong : you forgot what you learned one hour earlier, because you didn't practice enough each mechanic the tutorial teached you and because they are too many mechanics. So the solution would be to unlock the next tutorial only if you accept to play one week of footsies so you finally get it ? But who the hell would buy a game and them accept to do this ? It will never happen.
And that's where the problem is: you can't teach fighting game with a one hour tutorial because it takes way too much time. You can give players information about how things works, but that's all. Because you can only learn this kind of game by trial and error, repetition, and by encountering situations you don't know and trying to understand them by reading again the mechanics and taking a step back about what you did.
To me teaching fighting game is like teaching how to drive. You know a wheel turn the car. You know that if you'll go too far in a curve, you'll hit the sidewalk. You'll not turn it enough or too much sometimes. But can you give people 10 hours of class just for the wheel by creating a space where all kinds of turns exists? Nope, you'll teach them the wheel at the same time they'll learn to evaluate the distances, the size of the car, how to watch in mirrors, avoid people, in the real street. The wheel, as well as the engine, the brakes, how people react, how they drive, can't be teach by tutorials/challenges. You have to do it in real life, make mistakes, and having someone near you avoiding you being hurt and explaining to you what mistake you made, why you made it, and how not to do it.
That could fun of course ! But after one hour of lessons, your ego is tormented with your poor skills and you are exhausted by concentration. It's hard, you don't want to do it each day. It's not a game, it's school. You don't "play" school when going back home and put a disk in the console to relax. And that's why people force themselves to drive but not to play fighting games : driving is an essential part of life so you endure expensive lessons, fighting games are just a game you think as something fun that should be automatic and served on a plate, but is actually a new way of thinking by taking other people in consideration, acting with or against other people, controlling yourself in high stress moments. You need a coach and real life lessons to learn fighting games.
That's why League of Legends or Dota2 have so many players. First, real life lessons are free, as the games are free. Characters are way simpler than any fighting game characters and you pass from one to the other once you mastered one. You will fail a lot at the beginning, blame yourself and you team. But you can eventually win if your team is ok, so your ego is restored, you are less frustrated.
Because the most important thing about MOBAs is that since you are not playing only AGAINST people but WITH a team, you'll eventually make a lot of friends faster and learn faster as you can ask for help and among 4 players, you have more chances to have someone explaining things to you and progress. That's the same way you progress when you learn how to drive because the teacher is all yours for one hour of play. In any fighting game because it's one vs one, it's a 3 minute match, and the single person with you is actually your opponent who will not tell you how to play, you can't really learn.
So that's it for me : you can't learn fighting games without actually fighting for real. The game can teach you how to play from a theory perspective, but the only way to progress is fighting a real opponent, not being in a single player mode where you grind, do tutorials you forgot one hour later. Instead of doing tutorial, we should have modes that permits you and your opponent to focus on specific parts of the game. For example, being able to play online without using any special move or super but only normals, having a multiplayer mode where you take turns at attacking and garding. Even a mode where the ultra would be instant kill on touch could be could, as you would have to focus on ways of landing it.
But you always have to be with a human player or a coach sharing with you your lesson.