Heh, this junior seems to be pretty high up on the Xenoblade defense force.
The bottom line is this: the "tutorial" is basically an in-game instruction manual. That's bad design. Did you listen to the Irrational Behavior podcast in which Ken Levine and Todd Howard discuss their goals with modern tutorial systems? They both hated how in most old games (especially RPG's) you fired the game up only to be slapped with a stat screen asking you to pick your attributes. Attributes that mean absolutely nothing to you, unless you read the instruction manual. Games have come a long way since then and there's a reason for that: you don't want people to feel like KevinCow and give up on your game fore even getting to the meat of it. You don't want the barrier of entry to be high. Now obviously Xenoblade's shit is a hell of a lot better than the RPG's of old, but it's still extremely basic. The devs just throw a bunch of information on the screen and tell you to go at it. It's a cop-out. It's lazy design. That's just the way it is. I'm not sure why you are so offended.
OH WOW KEN LEVINE AND TODD HOWARD SAID THAT!? IT MUST BE UNIVERSALLY TRUE THEN, LET US ALL BOW TO KEN AND HOWARD.
Sorry to disagree with the infallible almighties themselves, but having in-game text tutorials is
NOT a -universally- bad design choice. That's like saying wikipedia is terribly designed because we have youtube now, and they couldve just showed us all that information in a simple video. I mean, get with the times, wikipedia.
I don't give a shit if Levine and Howard want to use tutorial sequences in their games, my point was that Xenoblade's gameplay is a little too complex for that approach to really make sense. You'd need to clog the first half of the game with hours and hours of tutorials, as opposed to simply giving the player the option of quickly pulling up a screen to referesh himself on something he might not completely understand. And what are you going on about with the stats? Do you really have no clue what 'strength' might mean? How about 'defense'? Yeah, I mean, that could be
anything. Most games these days have detailed descriptions of what each stat affects anyway, but even if they didn't, it really doesn't take too much thinking or reasoning to at least develop a rough idea of what they do. But, I guess that's a problem for people who need Ken Levine and Todd Howard to do all their thinking for them.
And for the record, I think Xenoblade is generally overhyped, but my problems lie mostly with the brain-dead story and annoying character quips that you can't turn off. The fighting is the game's strong suit imo.
And also for the record, based on what I've read here, if I made a game and KevinCow
didn't quit a few hours in out of pure frustration, I would consider myself an utter failure.