Justified Tutorial: Difference between revisions

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As games become more and more complex and the basic functions required become more numerous, players become less interested in reading through 20+ pages of manual just to find out how to open the inventory. For that reason, game designers are increasingly relying on integrated tutorials to tell the player what to do as he plays through the early parts of the game.
 
One way of doing this is to [[He Knows About Timed Hits|have the characters tell the player how to do his thing throughout the game]], but if the protagonist is some kind of soldier or otherwise trained character it rather spoils the game's atmosphere to make him look like a rookie. It's even worse when the protagonist is being [[Gameplay -Guided Amnesia|told stuff he already knows]], [[As You Know|and the designers couldn't think of a way to work in a tutorial]].
 
To this end, the Justified Tutorial provides a special in-continuity tutorial section which allows the character to "train" or learn his stuff without it looking too forced. Sometimes these sequences are integrated into the start of the game; in others, they are optional from the menu. In either case, they are part of the game's universe rather than being self-contained tutorials.
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== [[Action Adventure]] ==
* ''[[The Legend of Zelda: Twilight Princess (Video Game)|The Legend of Zelda Twilight Princess]]'' does this by Link's friends asking them to show off the slingshot and wooden sword he acquired, shortly before they chase after a monkey and Link gets his first taste of real enemies chasing after them.
** ''[[The Wind Waker]]'' has Link engage in a sparring match with elderly wise man Orca at his cottage; doing so will obtain the sword needed to progress through the first half of the game. Players could also return much later to engage in a harder sparring challenge to earn some particularly nifty rewards.
** In ''[[Ocarina of Time]]'', the Kokiri and the elements that make up Link's home village perform a similar role to the ''Twilight Princess'' kids, i.e. one Kokiri asks Link to use his sword to cut the grass, another (sitting on a ledge) teaches him to use his new fairy to speak at a distance.
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** In the sequel the player still controls Desmond, who knows how the controls in the Animus work (which is like a video game). So instead of having ''him'' learn again the game will feature multiple points in the new Assassin's life, allowing a Fallout 3-like tutorial that will teach the player the controls.
*** Specifically, the gameplay mechanics are introduced in the first two chapters as part of Ezio's life; for example, the first story memory has Ezio fist fighting on a bridge (to teach melee basics), then when Ezio goes to beat up his sister's cheating boyfriend grabbing is introduced, and more advanced moves are introduced in the second chapter when Ezio undertakes combat training at his uncle's request.
** In ''[[Assassin's Creed: Brotherhood (Video Game)|Assassin's Creed Brotherhood]]'', Ubisoft assumes that most players are already familiar with the basic controls, so you're cast into the plot straight away with only basic on-screen prompts to guide you.
* The optional tutorial in the first game of ''[[Thief]]'' is a flashback to Garrett's training as a child just taken from the street, and in it he's given simple tasks to do the way he chooses. The third game's first level is a heavy-handed, mandatory tutorial where Garrett has to follow the blue footsteps on a routine job. The drop in tutorial justification subtlety is staggering.
* Averting this (in the ruined atmosphere due to suspension of disbelief case) was the reason for the infamous ''[[Metal Gear Solid 2]]'' player character switcheroo.
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[[Category:Video Game Difficulty Tropes]]
[[Category:Justified Tutorial]]
[[Category:Trope]]