Use Your Story as a Tutorial
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Learning how a game functions should be emotionally engaging from the outset. There are two primary methods for achieving this.
The first approach involves the use of one or more dedicated tutorial levels. These levels are specifically designed to teach players the gameplay mechanics; however, they are not integrated into the main narrative of the game. Without the support of a story, such levels may easily become monotonous or unengaging.
The alternative approach is to embed the instructional process within the levels that comprise the main storyline. Sniper Elite 4, for instance, adopts this method. The game utilizes a system of gradually unlocking new gameplay options, limiting player capabilities at specific moments to ensure that key mechanics are learned progressively and intuitively.
Shortly after beginning the campaign, during the second cutscene, the protagonist is given instructions regarding his mission objectives.
Credit: Rebellion Developments. Footage captured by the author.
The player then assumes control of the character and is presented with a clearly defined path to follow. Soon afterward, an enemy guard becomes visible. Because the player cannot eliminate the guard from a distance at this stage, they must approach a wall. Once near enough, the character climbs onto a piece of wood. As the player nears the top, the character comments on the need to neutralize the enemy silently. At this point, the game presents a hint on how to perform a melee takedown.
Credit: Rebellion Developments. Footage captured by the author.
After successfully defeating the guard, the player is required to use binoculars to survey a distant area. During this sequence, the player cannot move the character. While using the binoculars, the game instructs the player on how to mark targets.
Credit: Rebellion Developments. Footage captured by the author.
Next, the player is prompted to switch to the sniper rifle. If an incorrect weapon is selected, the game instructs the player to switch to the appropriate one. Instructions are then provided on how to aim and hold one’s breath. The player cannot fire until the targeting reticle aligns with a bright red crane pulley. Upon shooting the pulley, a cutscene plays, showing a cargo drop that eliminates two enemy soldiers.
Credit: Rebellion Developments. Footage captured by the author.
By eliminating these first three enemies, the player is introduced to the following mechanics:
Climbing.
Performing melee kills.
Using binoculars and marking enemies.
Identifying interactive objects (highlighted in bright red).
Holding breath.
Pulling the trigger.
Additionally, the same mission introduces several other gameplay features, including:
Jumping.
Searching corpses for ammunition.
Crouching.
Understanding enemy detection mechanics.
Navigating using the map.
These early tutorials allow players to experiment and utilize the mechanics they have learned according to their preferred playstyle.
Conclusion
When players learn through narrative progression, their state of flow remains uninterrupted.
Immersion can be compromised if players are forced to read extensive blocks of text, rendering gameplay a secondary concern.
Players should be granted sufficient freedom to engage with the game on their own terms. The game should not dictate every action; however, it may employ a system of gradually unlocking new options to prevent overwhelming players with an excess of unfamiliar mechanics at the outset.