Tutorial Failure: Difference between revisions

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[[Video Game Tutorial|Video game tutorials]] are meant to quickly and easily improve the player's comprehension of the game he or she is playing. Ideally, they should explain everything the player needs to know to play the game without hand-holding. They should be succinct and easy to follow. But what happens when a tutorial fails to do its job?
 
Then you've got a [['''Tutorial Failure]]'''.
 
This trope is for those tutorials which do a completely inadequate job of what they're supposed to do--thedo—the kind that leave the player frustrated that they can't perform that seemingly-simple move, or wrap their heads around a gameplay system which seems straightforward. Either this tutorial contains misleading or false information or fails to mention some vital aspect of gameplay. Perhaps it's because of a [[Blind Idiot Translation]]; perhaps it's because the game swamps the player with [[Info Dump|mounds of text]] right out of the gate and expects them to remember everything immediately; or, maybe, the tutorial tries to simplify a complex game mechanic into a "rule of thumb" which ends up being more of a hindrance than a help. Perhaps the tutorial gives advice that is no longer valid after a game patch. Whatever the case, this tutorial just doesn't work. Think of this as a tutorial-induced [[Guide Dang It]]. Related to [[Manual Misprint]]. If an important gameplay element ought to be in the tutorial but is not, that might result in a [[Noob Bridge]].
{{examples}}
 
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* When the player does enough damage to the first boss enemy in ''[[Fable]]'', the boss falls to the ground and starts writhing in agony. At this point, the [[Voice with an Internet Connection|Guild Master]] tells the player that the boss "is near death. A few more hits should finish her off!" In fact, the boss is already defeated and this is her death animation. Hitting her while she is writhing on the ground does absolutely nothing.
** Many pieces of clothing that the player can acquire have item descriptions that say they possess a special effect, when they in fact do not. The Will User's outfits are described as protecting the wearer against magic (they don't) and the Assassin's Outfit is heavily implied to increase the player's sneaking ability (it does not.)
* In ''[[The Legend of Zelda]]: [[Phantom Hourglass]]'', the game tells you to "draw little circles at the edge of a screen" to perform a roll. In reality, the technique is more like wiggling at the edge of the screen--drawingscreen—drawing circles will just make Link flail around with his sword.
* ''[[Pokémon Red and Blue]]'' and all of its associated media insist that ghost types are the best choices against psychic types. One trainer in Sabrina's gym even says "Psychics only fear ghosts and bugs!", which is, at best, a [[Half Truth]] in the original Pokemon generation. Not only are the only ghosts in these games weak to psychic attacks due to their secondary poison type, and not only are there no strong ghost attacks, but psychic-types are outright immune to ghost attacks. Furthermore, there are no strong bug attacks, and many bug Pokemon are also part poison. Ghost and bug types are thus in many ways the ''worst'' choice against psychics.
** A more minor case from the same game is its continued insistence that rock-types are immune to electric attacks. In reality, it's ''ground''-types that are immune to electric moves; rock takes normal damage from them. Most people didn't notice, since the most common rock-types are also ground-types; unfortunately, every non-ground rock-type in that game was either water or flying, making them all ''weak'' to electric attacks.
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* ''[[Final Fantasy VII]]'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while its tail is up! It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement, but thanks to each sentence being in a separate text box, it's generally interpreted as advice followed by an explanation, which is the exact opposite thing.
* Good luck figuring out ''anything'' in ''[[Final Fantasy Tactics]]'' from the utterly incomprehensible in-game tutorial. A shining example of [[Blind Idiot Translation]].
* In ''[[Recettear]]'', Tear suggests you sell items at close to the highest price you can get customers to accept. Doing so is a horrible idea -- whatidea—what you ''want'' to do is earn "near pin" and "just combo" bonuses, which means selling at only slightly above the current base price, so you don't have to haggle. This earns you much more Merchant XP, which is more important than the small amount of extra cash.
* In the instruction manual for ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', the Pols Voice enemy is said to "hate loud noise". Naturally, the player would assume that their weakness would be the flute, then, but that's not the case at all. The flute does absolutely nothing to the Pols Voice. What the manual is actually referring to is the built-in microphone found in the Famicom, the Japanese version of the NES. There is no way to replicate this functionality in the US release.
* Good luck finding your way through the desert in ''[[Breath of Fire 3]]'' following the in-game instructions: the initial instructions to get through it are correct, but the ones given in your camp are wrong, and due to the sheer length of the segment, it's almost guaranteed you'll have to quit the game at some point during it and end up reading the wrong set of instructions when you come back later. Made worse by the penalty for failure; mess around in the desert too much and your partys' max HP will be reduced ''permanently'' with every step.
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