Original Post
In thinking about my own game, I've encountered an interesting point of modern game design philosophy: the ubiquitous built-in tutorial stage. Think about an action-adventure game you've played in the last year. Chances are, it had one of these. So I posit the question: are they useful, or do they just eat up time?
I can think of plenty of reasons to support their inclusion in a game (namely, getting the player accustomed to the game without having them read an instruction manual), but are there any drawbacks?
[Edited by - AesteroidBlues on December 15, 2010 11:29:14 PM]
I can think of plenty of reasons to support their inclusion in a game (namely, getting the player accustomed to the game without having them read an instruction manual), but are there any drawbacks?
[Edited by - AesteroidBlues on December 15, 2010 11:29:14 PM]