Forced Tutorial: Difference between revisions

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== [[Action Adventure]] ==
* ''[[The Legend of Zelda: Ocarina of Time]]''. We love the game, but we all hate [[Ninja Butterfly|Navi]]. Yes, Navi, I know how to look around corners, ''shut up''!
** Kaepora Gaebora is arguably worse, because Navi's explanations are usually only a few lines long, and trying to skip them doesn't accidentally trigger her to repeat it all over again.
** Also occurs in ''[[Twilight Princess]]'', where you have to learn everything including fishing, goat wrangling and swordplay in your home village.
** ''[[The Legend of Zelda: theThe Wind Waker (Video Game)|The Wind Waker]]'' is also particularly [[Egregious]].
** It's even worse in ''[[Phantom Hourglass]]'' where you're playing the exact same Link from ''[[The Legend of Zelda: theThe Wind Waker (Video Game)|Wind Waker]]'' and you still [http://i49.photobucket.com/albums/f278/katietiedrich/comic50.jpg have no choice but to re-learn sword play]
 
{{quote| ''Troper! You haven't used your '''scroll''' ability much! You'll need it to read the rest of this article!''<br />
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== [[Action Game]] ==
* ''[[Spider-Man (Filmfilm)|Spider-Man]] 3'' has a forced tutorial with a narrator that actually insults the player's skill, ''regardless'' of the player's actual skill. The fact that the narrator is none other than ''[[Bruce Campbell]]'' softens this somewhat.
** Actually, this is true with several Spidey games. There's a forced tutorial in ''Spider-Man 2'' where Bruce orders you to jump off a bridge, constantly berates you until you actually do it, and then ''[[Refuge in Audacity|verbally abuses you for being dumb enough to jump off a building when told.]]''
*** He actually is a little nicer if you jump off the building and web swing right away instead of waiting for him to teach you how to web swing
* The first third of the first level of ''[[Mad WorldMadWorld]]'' is a tutorial wherein Jack is given basic killing instructions by Agent XIII. You ''have'' to play through this every time you play the level (even for challenges), and if you kill the mooks in a non-instructed way, XIII gets pissed and makes you redo it. Your score from the tutorial doesn't even carry into the level proper On the plus side, the level's challenges are all designed so that the tutorial doesn't ruin them, and while your score doesn't carry over, your ''kills'' do.
** This all changes once you've beaten the game at least once, though; XIII doesn't instruct you anymore, and your score from the first area ''does'' transfer over to the next one. And if you're lucky the enemies will spawn indefinitely, meaning with patience and imagination you can rack up insane points before really starting the stage.
* Most ''[[Dynasty Warriors]]'' games avert this and go for a trial-by-fire, for the better given the simplicity of the series. But [[Dynasty Warriors Online]] has a ''massive'' hand-holding tutorial that goes as far as giving a required twelve minute long mission for not just how to capture bases but ''every possible permutation of bases that can be captured.'' You'd think the objective "Defeat the Officer" popping up would be self-explanatory...
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== [[Platform Game]] ==
* ''[[Sonic Heroes (Video Game)|Sonic Heroes]]'' has the tutorial level automatically inserted at the beginning of Team Rose's storyline.
** Considering there was already an optional tutorial...
** Worse case in the pseudo-sequel. ''[[Shadow the Hedgehog]]'' has no regular tutorial, but keeps telling you the game's controls up to and including ''the last level of the game''.
* Played with in ''[[Jak and Daxter|Jak II]]''. The first stage is your usual in-game tutorial (of the "escape from prison" variety), but it's integrated into the actual game in a way that you don't notice it... perhaps because you don't ''have'' to perform the actions he tells you, they're just told to you in the audio very conversationally, but you're totally free to just do the escape like he's not even talking.
* ''[[De Blob (Video Game)|De Blob]]'' does a lot of hand holding, at least early on. Example: could you guess that a big blue sign stating "30" would require 30 paint points and a blue blob to activate? Too bad, the game will tell you this before you get a chance to prove your brilliance.
* [[Web Games|Web game]] ''[http://www.e4.com/game/steamshovel-harry/play.e4 Steamshovel Harry]'' is a [[Deconstruction]] of this trope. You've got 15 minutes to save the earth; guess how long the tutorial takes?
 
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* The tutorial pops up whenever you start a new game in ''[[Katamari Damacy]]''. Which is annoying in the first place... until it gets to the text examples that you can't skip. Because gamers can't read good? Heck, that should be a trope...
** In ''We Love Katamari'', you have to do the tutorial level twice to find one of the cousins (and thus achieve [[One Hundred Percent Completion]]) - the tutorial ends with your character rolling up Ace and his katamari. To get the [[Last Lousy Point]], you need to play again {{spoiler|as Ace. Since he can't roll himself up to complete the tutorial, he'll roll up The Prince instead, which puts him on the list of people you've rolled up.}}
* The first few levels of ''[[Portal (Video Gameseries)|Portal]]'' are a tutorial. Each level teaches the player a basic concept of the game, which is explained by the computer AI. In later levels, the complexity increases, and the player is left to identify which maneuvers they will need to progress. All levels provide a number of subtle visual clues that hint at what the player is expected to do, such as putting checkerboard patterns where the player must land.
** According to the commentary track, ''every'' level is an exercise in training the player.
* Many of the ''[[Eggerland]]'' games start with a series of painfully easy levels introducing each gameplay element to the player. In the western-only ''Adventures of Lolo'', these go on for OVER HALF THE GAME. Argh.
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== [[Role Playing Game]] ==
* Most ''[[Final Fantasy]]'' tutorials are skippable, either by avoiding them entirely, or by skipping them once they start.
** The tutorial in ''[[Final Fantasy XII (Video Game)|Final Fantasy XII]]'' about the license system isn't skippable. (It is, however, thankfully short.)
** Neither are the tutorials showcasing the characters' abilities and some battle maneuvers in ''[[Final Fantasy X (Video Game)|Final Fantasy X]]''.
** As well as ''[[Final Fantasy X 2 (Video Game)|Final Fantasy X 2]]''. Once you get the stolen garment grid back, the game requires you use it in the next battle in order to show you how to use it, even if said battle would be faster and easier if you didn't use it.
** While tutorials are skippable in ''[[Final Fantasy VIII (Video Game)|Final Fantasy VIII]]'', several more tutorials were added that weren't present in the Japanese version.
** Many tutorials in ''[[Final Fantasy VI (Video Game)|Final Fantasy VI]]'' are skippable, but the tutorial on Gau's Rage mechanic is not. It's not that long though, and it has some entertaining music at least.
** The first ten chapters in ''[[Final Fantasy XIII (Video Game)|Final Fantasy XIII]]'' are effectively one long tutorial where they introduce the game's mechanics bit by tiny bit.
* Special note goes to ''[[MegamanMega Man Battle Network]]'', where half the time, the boy that saved the net many times now forgets how to kill [[The Goomba|Mettaurs]].
* ''[[The Elder Scrolls]]: [[Oblivion]]'' makes you do the tutorial for every character, but you can also avoid it just by saving at the very end of the tutorial and keeping that save. (The benefit of this is that the tutorial's end allows you to completely re-customize your character.)
** ''[[The Elder Scrolls II Daggerfall (Video Game)|The Elder Scrolls II Daggerfall]]'' is nice enough to let you skip their tutorial, but you still have to fight your way out of Privateer's Hold. Ironically, the tutorial is broken anyway and you never get to see the last two or three tips.
** Made really subtle in ''The Elder Scrolls III: [[Morrowind]]'', where the best thing you have for a tutorial is being told to take an enchanted ring from a barrel and being told that there will be no more tips after leaving the office.
* ''[[Fallout 3]]'', like ''Oblivion'', makes you do the tutorial for every character. Like ''Oblivion'', it's a good thirty minute event -- and unlike ''Oblivion'', some decisions have long-term consequences, like killing the Overseer. If you have no problems with effectively making the same moral choices every time, you can save right before the end of the prologue in the same way as in ''Oblivion.''
** ''[[Fallout: New Vegas]]'' averts this. After character creation, you're pointed towards an NPC who will "teach you how to survive in the wasteland," i.e., run you through a tutorial quest. You can opt out and strike off into the Wasteland at any time - in fact the only sign of the starting area's tutorial-ness is a warning that will pop up when you leave town, asking you to confirm your character build.
* ''[[.hack GU Games|.Hack//GU]]'' has two forced tutorials, because some NPCs refuse to take "I know this already" as an answer.
** The second one seems more like a Lampshade on the forced tutorial, judging from Haseo's irritated reaction and commentary.
* ''[[Knights of the Old Republic]]'' forces you to play the ''Endar Spire'' level, but a good chunk of the [[He Knows About Timed Hits]] dialogue is skippable. ''KotOR 2'' allows you to skip the tutorial altogether.
** Because of a bug, it's better to do the tutorial in ''KotOR 2'', as you can obtain inventory items the developers didn't want you to have by finding them during the tutorial, then going back to the cockpit and choosing the "skip tutorial" option.
* Interplay gives us two of the more loathed examples in ''[[Fallout 2]]'' and ''[[BaldursBaldur's Gate]]'' games, The Temple of Trials and "[[Fan Nickname|Château Irenicus]]" (itself preceded by ''another'' Forced Tutorial, though short and loaded with [[No Fourth Wall]] humor) respectively. Both of them are completely unskippable and rather lengthy, but ''BG2'''s at least serves as an innovative way of dishing out character exposition (and there's a pretty funny fan mod to bypass it), while ''F2'''s is an exercise in [[Schizo-Tech|mindbending]] [[Willing Suspension of Disbelief|unbelievability]].
* [[Golden Sun Dark Dawn]] forces you to listen to incredibly slow paced tutorials on everything from psynergy usage to Djinn setting to switching party members. This is the ''third'' game in the series.
** Even more annoying since a) ''The Lost Age'' let you skip the Djinn tutorials and both previous games more or less let you figure out shopping (yes, Dark Dawn has a ''shopping'' tutorial), equipment, and Psynergy on your own, and b) ''Dark Dawn'' sets up several situations that look like they'd be obvious "skip tutorial" options and then [[Bait and Switch|nags you for taking those options]]. What the hell, Camelot?!
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* While the tutorial levels in both ''[[Mass Effect]]'' games (Eden Prime and Lazarus Station respectively) are both unskippable (they're vital parts of the story, after all), the [[Mass Effect 1|first game]] allows you to turn off the tutorial boxes through the menu, making it just a normal level. The [[Mass Effect 2|second game]] does not. Best of all, not only do you have to deal with the annoying boxes during the tutorial, you have to deal with these [[Sarcasm Mode|friendly reminders]] for ''the rest of the game''. You'd think that someone who's beaten the game several times over would know to take cover to regain health, but apparently not.
* ''Wonderfully'' averted in [[Alter AILA]] on a [[New Game+]]. You're given the option to skip the entire opening mission (which introduces the characters and eases you into the combat system) and go right to the first decision point (where you pick your side and companions).
* In ''[[Adventure Quest (Video Game)|Adventure Quest]]'', the player is forced to do the opening quest which has a small battle and tells the location of important things. However, it is very short in comparision to other tutorials.
** ''[[Warp Force (Video Game)|Warp Force]]'', an expansion of sorts to ''[[Adventure Quest (Video Game)|Adventure Quest]]'', has a more in-depth tutorial which teaches each of the mechanics used in battle and then puts you against a [[Dracolich]]. The openning quest also introduces the titular WarpForce who recruit your character.
* ''[[Task Maker]]'' subverts this by giving an option to skip the Tutorial level. However, it may be useful to play the tutorial anyway, because doing so will result in gathering a much wider inventory than is given to players who skip it.
 
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== [[Survival Horror]] ==
* ''[[Eternal Darkness]]'' forces you to scroll through the tutorials, even if you've already reached [[New Game+]].
* ''[[Dead Space (Videovideo Gamegame)|Dead Space]]'' tutorials are little windows that pop up explaining something. You can't do anything else until you dismiss them. This is normally not a problem until the one about being in a vacuum pops up - every second spent reading is one less second you have before your air runs out!
** ''[[Dead Space 2 (Video Game)|Dead Space 2]]'' is a little less annoying about this, using the 'learn or die' method for many concepts or using pop ups in quiet areas.
 
== [[Third-Person Shooter]] ==
* ''[[Eat Lead: theThe Return of Matt Hazard]]'' starts off with a forced tutorial level. Of course, the game being a loving parody of videogames, your character lampshades this ("Like I don't know how to shoot a gun."), and even pats the game designers on the back a little. ("I gotta admit, this moving-forward-into-cover thing is kinda cool.")
 
== [[Turn -Based Strategy]] ==
* The seventh ''[[Fire Emblem Elibe (Video Game)|Fire Emblem]]'' game forces the tutorial the first time down, but after you finish the game once you can skip it, or play the tutorial levels without the tutorial, thus allowing you to gain more EXP and make the rest of the game cake. Sure, Western players would need to learn how to play, as this was the first game to be released outside Japan... But what about Japanese players? Well, they hated the tutorial, though it could be skipped by linking to the previous game.
** The sixth ''[[Fire Emblem (Video Game)|Fire Emblem]]'' features an optional tutorial.
** ''[[Fire Emblem the Sacred Stones (Video Game)|Fire Emblem the Sacred Stones]]'', ''[[Fire Emblem Tellius (Video Game)|Path of Radiance]]'' and ''[[Fire Emblem Tellius (Video Game)|Radiant Dawn]]'' all feature skippabe tutorials but still force you through the levels that would have been tutorials. Notably, ''Radiant Dawn'' teahces you to [[Heel Face Turn|recruit enemies]] by talking to them, even though you don't recruit any units that way except the guy in the tutorial! (Well, you can get some guys to change sides earlier this way, but you'd get them regardless so it's not requiered).
** Exception: In ''Fire Emblem DS'', only Normal Mode has a tutorial (the tutorial part being optional) with extra prologue chapters. In the Hard Modes, you start right in the original's first chapter, with all the basics in a menu command.
* The first ''[[Advance Wars]]'' game only required one tutorial mission to be completed (the [[Fog of War]] tutorial, it was fairly new for Japanese players anyway), but ''Advance Wars 2'' and ''Advance Wars DS'' force the tutorial.
** ''Days of Ruin'' isn't too terrible, only taking a time-out to explain new units.
* The [[Snowball Fight]] tutorial in ''[[Final Fantasy Tactics Advance (Video Game)|Final Fantasy Tactics Advance]]''. You can get through it faster by having everyone blast Mewt, but you can't actually skip it.
** Obnoxious as hell. In a game with otherwise excellent replay value, the fact that it takes ''half an hour'' (on a handheld system!) from clicking "New Game" to actually being able to take your first real gameplay actions killed many a "I think I'm going to play this again!" startup run.
* ''[[Front Mission]] 3'' and ''4'' have short tutorials, with the player acting as the test pilot for the demonstration of a high-end military Wanzer in the former, and as a fresh pilot being introduced to a research operative group in the latter.
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* ''[[Spore]]'', a game ''built'' around replayability, takes time out periodically, especially in Space mode, to force-pause itself and explain minor facets of the engine that you could have probably figured out by context anyway. You can turn off a lot of the tutorials and hints from the menu, but others will show up no matter what you do (luckily, a lot of these come in the form of skippable cutscenes.) One tutorial that you have no way of skipping (other than simply ignoring it and missing out on the reward) is the Galactic Adventures tutorial mission.
** The tutorial at the beginning of the space stage is an interesting case in that you're given the option to skip it, but it's actually to your advantage to do it anyway as the parts of the tutorial count as missions which put you further towards one of the badges.
* ''[[Prototype (Videovideo Gamegame)|Prototype]]'''s compulsory Memory In Death level. In subsequent new playthroughs, it's usually more fun to find other ways to complete the objectives as opposed to adhering to the action prompts as you would've done those actions to death previously in earlier games.
* ''[[Saints Row: theThe Third (Video Game)|Saints Row the Third]]'''s "Takeover The City" level is a sudden tutorial on how to buy shops in Steelport, how to take out gang strongholds, and how to avoid the fallout of your rampage by hiding in said shop. Other than getting the shop in question practically for free, your reward is a mere 500 dollars. The whole mission seems like it should have come much sooner, especially considering the previous mission, among other things, had the player chase a Morning Star lieutenant halfway across the city via helicopter and rewarded him with a new safehouse and six thousand dollars.
 
[[AC: Visual Novels]
* You wouldn't think that you'd need one but Twilight will always tell you how to move and combine evidence in ''[[My Little Investigations (Video Game)|My Little Investigations]]]].
 
=== Non-video game examples: ===