Except when they're stupid too. In the tutorial area of Horizon: Zero Dawn they have you climb a wall. The handholds are marked with white and yellow.
Except it's evening in game and the color grading effect makes everything a shade of orange. The colors aren't distinguishable and the shapes of handholds are still new. Took me two hours to figure it out. I knew I had to climb the wall, but where to do it and where to go on the wall was a mystery.
Half the games these days are so fucking cluttered you need shit like that and "detective vision" or whatever to even distinguish the interactable objects from the scenery. The later Tomb Raider reboots are the fucking worst for this.
Had a pretty big streamer in a vr game rip off the headset in anger after being stuck in area eith a pipe that could easily fit a human who slightly crouched. Also there was a sign there with a button on the controller and crouching human next to it.
There also was a tooltip that says "you can crouch in real life or use a button to save your knees."
The trend of earmarking every single interactive object in a game with a special colour or tooltip has made hyper-realistic cinematic games less immersive than a lot of PS1 games.
You can always play classic adventure/puzzle games. Click randomly on a completely flat background to find the one specific stick you needed to combine with the bucket and the bed to make it seem like you're there, giving you time to escape.
Turns out people didn't love this and the genre basically died.
I just started Assassin's Creed: Mirage. I feel like an ass, but I basically assassinate every single guard in a complex specifically so that I can more easily run circles around every building four or five time trying to find the one slightly less covered opening that I can throw a knife through in order to break a "bar" across a door on the other side of the room, preventing me from entering the room with what I need. And that game lets you at least change you vision mode to see the mechanism I need to somehow break through the wall/door for a distance. Half the time I fucking look it up because I keep missing the opening or the right angle.
I agree that having a massive shining beacon is a bit obnoxious but when you aim for cluttered realism things become a lot harder to do unless you have a multitude of solutions... but that's much more difficult and expensive to pull off.
Yeah I've played a bunch of them. Games should just do one popup at the beginning "(x) this is my first video game ever" and then only explain mechanics that are new or rare. "Press W / Joystick up to move forward" yeah no shit
"Humanity" (a Civilisation-type game) has something like that, iirc. You can pick options, like being totally new to games, known with games but not that genre, familiar with civ and strategy games, and already played.
ok but unironically me in God of War (2016 version).
I don't know if I'm dumb or something but it does NOT mesh with my brain.
Cyberpunk, GTA, ultrakill, portal, quake, doom, just cause, postal, etc. are totally chill but literally just God of war and the half life games are impossible for me đ
I'll never forget the time my friend booted up the Wolfenstein remake, and got stuck in the intro because he turned off tooltips which would have told him how to sprint+crouch=slide to progress.
Devs also need to consider forcing on tooltips during the tutorial.
Devs also need to consider forcing on tooltips during the tutorial.
I disagree. I think devs need to work on making tutorials more appealing to go through instead or obnoxious game-freezing pop-ups while gamers nurture a culture of actually paying attention to the tutorials in case there's stuff you didn't know.
"I don't wanna read all that, I know how it all works" - "This game is so stupid because I don't get what I'm supposed to do" is a common pipeline, and I think it needs fixing on both ends, but forcing text on players isn't a good idea.
Blood money tutorial is a superb tutorial.
Nobody likes it.
I don't think there is a correct answer, rather a series of answers that work more or less.
I'm not talking about game-freezing pop-ups, they can fuck all the way off, devs should always consider speedrunners and those who replay the story.
I'm talking about tooltips, just a simple button input instruction which appears as a mission objective or floating icon (which can be turned off after the tutorial).
In my friends defense, Wolfenstein doesn't seem like the kind of remake which would add needlessly complex parkour, so locking progress due to his ignorance probably wasn't the right way to go about it either.