this post was submitted on 03 Nov 2023
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I can’t say I agree with this take.
I’ve played some games where the hero gets all of their tools from the outset, and it ends up being really hard to figure out when to use each one. Comparatively, when you slowly unlock things during tutorials, you’re building a mental framework of how combat should go, and on each unlock, get some time to work out how that fits in.
In fact, it’s something I think is an issue with fighting games and their competitive-only mindset. People play the 20 tutorials in quick sequence, get confused by a Reverse Upper Back-Airdodge-Cancel input that’s only going to happen in high-level play, and feel overwhelmed.
I'm not really talking about powers or skills your character can get; I'm talking like being able to get into multiplayer, or the settings, specific game modes, etc.
Using GT7 as an example again, you can't even get to the settings page until you have gone through a very niche "tutorial" race mode that is unlike the rest of the game, and also sit through a 20 minute unskippable cutscene (which plays everytime you run the game unless you go into the settings to disable it) before you're presented with the main menu screen.
I mean, arguing against unskippable cutscenes or misrepresentative tutorials is basically like comedians pegging on airline food.
Airplane food is actually more palatable than unskippable 20 minute cutscenes, IMO.