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  • Warframe explains very little of its systems, and what it explains is generally poorly done. Upgrading and optimizing your abilities, acquiring proper mods and frames, how the levelling system actually works, generally anything that isn't "shoot at enemy until it dies" needs to be taught by another player or read upon.

  • All Paradox Interactive games ever created 😂
    The worst I had was Hearts Of Iron IV. I played a 2h tutorial only to not understand a single thing the real game threw at me afterwards...

    • Thank god that's changing tho. CK3 and (though to a lesser extent) Vicky 3 both have relatively decent tutorials.

    • This I agree with. Stellaris is very confusing starting out and such a huge learning curve the tutorial just doesn't cover.

    • I adore those games, and while I think they've made great strides with CKIII and Vicky 3, I agree that the tutorials are severely lacking.

    • Some Paradox games literally teach you how to play wrong, CKII being an example IIRC

  • Hollow Knight is an excellent game with no tutorial whatsoever.

    When you start a new game the ways you aren’t supposed to go are guarded by armored bugs you can’t kill, or a large guard who can one hit you. This teaches the player that generally if it’s bigger than you it will kill you.

    After wandering aimlessly enough, because the game does not show you where to go, the only way to proceed is by challenging the False Knight boss, who is much bigger than you.

  • Sunset Overdrive.

    Tutorial: Go from point A to point B.

    Dies.
    Dies.
    Dies.

    Failed to tell you the game operates under "ground is lava" rules. You are to go from point A to point B without touching the ground.

  • DayZ comes to mind. I love the game but it kind of just throws you in and says , "Hey there. Survive."

  • Witcher 2, before they patched in the tutorial mission. (Which is still not very good as a tutorial.) Enjoy getting a shitkicking in the very first fight, since you've no idea of the controls.

  • Witcher 3. Just huge walls of text, teaching you the most intricate details of some mechanics, and not enough for others.

  • Skullgirls, which is now my favorite game, scares people away with its tutorial, so I ended up making my own for it instead. It was through resources for a bunch of other fighting games that I ended up realizing what I wasn't understanding about Skullgirls.

    Honestly, you could probably just put fighting games here in general. Understanding what it means for a move to be plus on block is super important, but most new players will have no idea what that means. I can only name one game, Fantasy Strike, that teaches you to jump to escape command grabs.

  • So many I can't even narrow down a specific one. Many new titles have tutorials that go over generic bullshit like how to move and aim and then don't tell you how to do anything that's actually unique to the game itself. I hate that shit.

    Really hate having a tutorial objective of "put the goober in the jibjab" but then it doesn't explain what the fuck either of those things are, and it's not obvious by just looking at the situation.

    Oh, The Ascent did this. Tells you to hack something early on; does not tell you how this is achieved. Everything up to that point was walk up to thing and press A/X. To hack you have to HOLD A/X. But it doesn't say that. I had to look it up online. Which is stupid.

    Dark Souls also. But... It's hard to be mad at that one, since being vague is literally purposeful game design with those. 🤷🏻‍♂️

  • Can't believe it's not in here yet, but Monster Hunter. I find the eventual understanding of the gameplay loop to not actually be as complex as I thought it'd be, but getting a good overview of all what you want to do and use isn't really possible even in the latest entries, just specific information about specific mechanics.

  • The worst one I can remember is Final Fantasy 8.

    But also the UI was so complicated and bad that it made me hate the game.

  • Ultima Online. Idk how it is now, as I haven't played on vanilla servers in like 20yrs, but you basically just got dropped into the game. Luckily, I had a friend who did play who taught me the basics. Otherwise, I woulda just been running around town aimlessly.

    Eve Online is kinda like that, too. Originally, I don't think there was a tutorial (I started in 2005). Over the years, they've implemented a tutorial and iterated on it. Or just completely re-did it over and over again. It was bad. Like Ultima Online, Eve is a sandbox MMO, so no tutorial can show you everything possible in the game. But even the basics felt like not enough and just long and drawn out. The system in place today is certainly better, but players are still better off making friends quickly to learn the ins and outs.

    Planetside 2 also originally didn't have a tutorial. I played the original Planetside back in the day, but the games are pretty different from each other. So it was a bit rough in the beginning. I remember coming across the early biolabs and running around the bottom of it for a quite a long time until realizing there were then "satelite bases" which had jumppads to the top of the biolab entries.

    Even when a tutorial was introduced, it was pretty crap. Like sure you learned the basics of how to move, and how to shoot, and how to spawn vehicles. But the game is so much more than that. Big parts of Planetside 2 is understanding the map and environment, flow of battles, where each bases' capture points are, and of course positioning. And that's all stuff you don't get in the tutorial because there are so many different bases and the continent are large. Plus, some of that can only be learned by playing the game. Which can be frustrating when a player is dying 50 times in a row while getting a single kill (if they're lucky), because they don't yet understand anything I mentioned.

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