Some general tutorial goals
- Players don’t like to be told what to do. Give them clues and let them figure it out and they will learn much better.
- Every step of the the tutorial should teach more than one thing. Time is valuable, so cram as much learning in as you can and get into the game.
- Make the tutorial engaging. I chose an empty void to reduce distractions, but also because it ties closely into the narrative of being absorbed by Endora’s Box and entering a strange new world. It is also designed to resemble regaining consciousness, and when it’s over, you’re not sure if it really happened or not.
- Let the player dictate the pace through interaction. The only part of the tutorial that the player can’t control is a few lines of dialog with the gatekeeper. I kept this to an absolute minimum so new players get the hints they need, but returning players don’t sit through a wall of explanation.
- Review your basics! Most gamers consider WASD and arrow keys to be obvious methods of movement, but you should not skimp out of teaching any of your core interaction methods. Point and click is the basis of most interactions in Endora’s Box, so it was critical that I spend some time to solidify that as a type of interaction before introducing more unique concepts.
Designing the tutorial took a few tries, much user testing and plenty of review
Initial testing of the game revealed two major reoccurring problems:
- Over half of players forgot to keep using the black light after leaving the tutorial. They would get to a new room, miss all of the hidden black light clues and think: “Nothing here! Must have missed something in an earlier room.” before proceeding to backtrack.
- Players rarely showed items to characters, even when out of other options. All characters have unique dialog to provide small hints about each object shown to them to guide the player in the right direction. The ducks, for example require you to complete a recipe to make them ‘food’, without specifying what food item they want. Some components of the recipe are indeed ‘food’, but when giving these items to the ducks, they will explain why they do not want that, and berate you about following the recipe, which hints that you should go back and actually complete the recipe.
Here are the solutions to these problems that I’ve included in the final tutorial:
- It is very difficult to complete the tutorial without using the black light (it teaches the player walking controls, but even if the player had figured those out on their own, the black light also reveals the key to the door that prevents progression, and also reveals the light switch that reveals the door that exits the tutorial)
- The room directly after the tutorial will AGAIN require you to use the black light. If you have forgotten how to use it by this point, Bugaboo (a helpful reoccurring NPC) will offhandedly remind you to use your black light after talking to him a few times.
- The next room and many later rooms have permanent black-light sources that constantly partially reveal the hidden text to remind players to keep using their black light in every room.
Teaching in an order that builds new knowledge off of each point
To be able to teach effectively, you need to know what information is prerequisite to each other piece of information. Using the inventory system as an example, the player must know that they can click on things before they can click and drag inventory items. As a designer, the best way to get this information was testing different tutorial iterations with my target audience and noting where people stumbled. After about three different designs, here is the order that worked best:
1: Things can be clicked, and the mouse will change to a pointer hand when things can be clicked.
2: Items can be collected (optional how to read environment objects).
3: Black light can reveal hidden things.
4: WASD or arrow keys to walk, hold shift to run, and helpful hints can be hidden in black light.
5: Reinforce pickup items, black light can hide required items.
6: Picked up items go into inventory, and mouse over inventory items for a description.
7: Drag items from inventory onto objects in world to use them, and when dragging items, a discard option appears.
8: You can give a character different items for different responses.
9: Black light reinforcement.
10: Recap of controls that can be revisited at any point.
A breakdown of each step:
While I highly recommend that you go play the tutorial for yourself to see how it feels (it’s free on GameJolt and other indie sites), I will also break it down step by step below.
1 and 2: The first thing you see is a blue orb, falling from the sky. It lands and the lights fade in to show a character getting up off the ground. A picture fades in that illustrates a mouse clicking the left button to pick up an item. With no instruction and nothing else to do, the player will mouse over the orb, which changes the cursor to a pointer hand, which is a cue to click, which collects the orb (See this post for full coverage of the design behind the ‘Context Cursor’ system).
3: Another painting fades in with a simple illustration of a right mouse button being pressed and a blue light. The player can then right click and their black light is activated, after moving the mouse around they will discover blue arrows that are invisible outside of the radius of the black light. These arrows point to the instructions for how to move the protagonist using A and D to walk, and Shift to run.
4: With further inspection, you’ll find arrows that point to the left, indicating that the player actually needs to move left instead of right.
5: A trail of arrows will lead to a locked door that blocks the way. It is unlocked by an invisible key that can be revealed by using the black light. Once clicked, the key will fly into the player’s inventory.
6: When mousing over the key, a description pops up. It says “Drag this key to a door to use it”.
7: When dragging the key onto the door, it unlocks and disappears, allowing the player to pass
8: Further along, the Toll Keeper will stop the player. He states that you cannot pass until you’ve paid the toll. The player is likely to give Toll Keeper the Coin item (which is found nearby), assuming that the toll required to pass is money, but he will refuse it and hint that he only accepts items of sentimental value. When mousing over items in the inventory, the player will notice one is labeled “Your favorite mixtape”, the only object in their inventory that could have any sentimental value.
9: The end of the tutorial has the player run into an area with no lights. The small light emitting constantly from their phone will conveniently reveal a light switch once the player has run as far left as they can. This is a fail safe so they can see the light switch even if they are not using the black light like they should. Once the light is turned on, the tutorial is over, and the player is locked out of the tutorial area for good. The only way out is a door in the now small closet that the player stands in.
10: All of the controls are repeated in the background of this area so the player can re-visit here for help.
Other design fun facts:
The tutorial is purposefully designed to make the player walk from right to left, this not only helps with the jarring atmosphere of the narrative, but subvert’s the player’s expectations of a traditional left to right level. A large gate is placed just to the right of where the player wakes up to play into this expectation, but when clicked it explains that it is locked permanently.