A game developer by the name of Radek Koncewicz, creative lead of Incubator Games, posted this article about how the video game Super Mario Bros. 3 teaches its players everything there is to know about playing, without ever dipping into using a tutorial. This is just a wonderful article that sheds light on the invisible parts of game design that are just so subtle and intangible that we don't even realize what's going on.

"Go on and press the SQUARE button, and you'll reload your weapon!". Imagine if someone told you that in real life; goofy is one way to put it. The experience of having an in-game character tell you what buttons to press is clunky, and takes you out of the experience.
Prior to sitting down to write this article, I tried to think of a few other games that approached this level of intuitive design, and the truth is that very few games are able to tap into the subconscious desire to explore, but make certain to keep out the pain associated with learning what NOT to do.
Maybe the biggest reason we can't seem to escape the tutorial is because video games these days have just become so much more complex. If you think about what the landscape of the industry was like when Super Mario Bros. 3 released, it was an entirely different animal at the time. Controllers consisted of a D-pad and two buttons (Not including Start and Select), and were extremely simple to grasp. One button always seemed to let the player jump, and the second button was used for pretty much everything else. The D-pad let you move your avatar around the game's world, and the rest was up to you, armed with the instruction manual that came bundled with the game. Simple, right? Up, down, left, right, B, A, Start, Select. That was it.
Today, just the sight of a PlayStation 3 controller is enough to intimidate newcomers; it just looks so complicated! You have Up, Down, Left, Right, Triangle, X, Square, O, Start, Select, the Home button, L1, L2, L3, R1, R2, R3, and two analog sticks. For the longest time, I didn't even realize that the L3 and R3 buttons existed, because they're hidden; you have to click in the analog sticks to actually press them. How is ANY game supposed to convey which buttons you press and which ones you don't, without explicitly telling you so?
Bearing this in mind, I thought long and hard, and can only think of a single game that has managed the feat of being able to wordlessly convey how it is played...well...almost. That game...is Flower, a downloadable game for the PlayStation 3.
The game itself never tells you how to play it; you just interact with it. The only hint of how to play the game comes from the splash screen on the PS3's Xross Media Bar, where you go to actually boot up the game. It says "Tilt the controller to move, press any button to blow the wind.". That's it; short and simple. It doesn't lie either, as literally all you do to play this game is just move the controller around as if you were driving a car made of air, and every button on the controller does the exact same thing; make you move faster.
To better convey how this works exactly, just watch this video. Note that at no point is there *anything* on the screen that tells you what to do; you simply feel things out and DO it. Beautiful and relaxing, isn't it?
Now don't get me wrong here; I have nothing against tutorials in video games. They can be helpful, especially with the complexity of most of today's console games, and they can really add color and variety to an experience. They can be a great introduction to a game world, they can be smart and well-integrated even. There's not really anything inherently wrong with a tutorial, and to be perfectly frank, it's a very good thing that tutorials actually exist.
There are few things more frustrating than a game that NEEDS a tutorial...and yet doesn't have one.
Take a look at that screenshot. That is from A Boy and His Blob, on the NES. It's a great game, a classic that many people have learned to love, and it was even able to spawn a new version just recently on Wii...and yet it is one of the most frustrating things I've ever played!
This game gives you NO information whatsoever. Why are you this kid, and why is there a gelatinous snowman following you around? Oh yeah, that's the blob! Of course! ...But why does it say that you have so many licorice jellybeans? I have no idea.
Look at this from the point of view of a little kid in the 1980's, who has very little experience with video games outside of Super Mario Bros, who is not used to the concept of resource management in a video game. Would this little kid inherently know that there are a bunch of different kinds of jellybeans, and that each jellybean does something different when you feed it to your blob? Would he know that one kind of jellybean turns the blob into a ladder, while another turns the blob into a hole in the ground that your boy can safely fall through to a platform below? No, no, no, and no.
I hear that A Boy and His Blob is actually a pretty good game...but I can never get the bad taste of that experience out of my mouth, even when I tried to go back and give it a go myself just recently. I still cannot fully get the grasp of how to do what needs to be done to advance in the game, because of the nature of the gameplay. There is only one correct way to get through many situations in that game, and yet there are 12 different kinds of beans, each with a different effect. Doesn't sound much for today's gamer, sure, but it was a huge number of things to juggle for a 4 year old in the 80's.
I have no problem with trial and error gameplay; it's a way to teach us what works and what doesn't. What I do have a problem with is when a game flat out prevents progress simply because it can't be bothered to explain its own goofy rule system to the people who bother playing it!
The only brick wall dead end kind of experience in Metroid is related to the game's difficulty, but that isn't an obtuse concept to understand. All the player needs to do is adapt their own play style to figure out how to get beyond a tough enemy, or a really hard boss. No matter what you do in Metroid, you use the same small skillset to do whatever needs to be done. The game doesn't demand that you all of a sudden develop a completely new way of playing a game without even somehow letting you know that you need to do so, and it doesn't expect unfair things of its players. And no, reading the manual doesn't count.
Seems to be a real running trait in Nintendo-developed games that gameplay flows naturally, and that the player is only encouraged to do what seems and feels right. That feeling is nurtured through level design, and the player is unwittingly coaxed into delving further and further into the experience.
1.) You can see that there is a character in the middle of the screen, and that this is you. Noticing your character, you can also tell that your character is equipped with a shield. Maybe it could block projectiles?
2.) You can see all that green stuff all over the screen, and just the texture and look of it suggests that all that stuff is impassable; you can't walk through it.
3.) Now you see that there are three different paths available to you to take; they're clearings that will let you go to other areas. Suddenly, you think "Oooh, what could be out there?? What's on the next screen??"
4.) The only thing stopping you from exploring those areas is that black square in the upper left portion of the screen; you are drawn to it, and want to find out what it is! When you touch the black square, the screen changes, and you realize you just went inside a new room.
6.) Walking over to the sword, you automatically grab it, and in the top portion of the screen where it has two blank spaces labeled B and A, the sword will appear where it says A. So that's how you use the sword! Press A!
7.) The only way out of the room is the way you came in, and it leads you right back out to where you started. Noticing those three paths you can take, you're ready to take one of them, and see where it leads you, armed with a sword and ready to explore!
See how intuitive level design can tutor you, without even telling you what to do? The developers at Nintendo created a series of things to draw your eye, and like a trail of visual bread crumbs, they encourage you to learn the basics of the game just by following the trail, even if you don't realize you're doing exactly what they wanted you to do.
So maybe video games have gotten so complex in recent years that self-explanatory tutorials like this are a rarity, but couldn't that be a good excuse for new players to start with the golden oldies that we started out with when we were children, ourselves? We learned how to game with these cherished old gems. They've held their value and their fun factor through the years, and they can bring new gamers into the fold, so that they can join in on the fun with the rest of us!
There's something special and pure about these older gems, something that no amount of flashy modern graphics and action could ever hope to reproduce, and the new found complexity of these new-generation games is partially to blame for this.
So go on out there and play an old-school NES game today! Have fun without all the fluff, and appreciate the fact that there are games out there you don't need to spend an hour and a half learning to control before you can have fun with them. And if you know someone who can't get into the whole thing because of the controls, then suggest they start where we all did; with the good ol' basics that will never die.
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