

The worst thing that can happen is placing an easily movable block in the wrong spot, causing a temporary annoyance. The enemy ship is the perfect sandbox, as it leaves very little room for error.
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Instead of fighting my way free, my plucky hero befriends them and takes on small tasks around the ship that teach me the basics of picking up and placing blocks, which is the most important mechanic of the game.Įverything in Builders is block-based, so it’s great that I get to learn how to manipulate my environment in a small area in which I can’t really mess up. My character begins the game aboard a ship helmed by several monsters. You get your first tool, the gloves, during the tutorial Square Enix/Nintendo Yet all that hard but enjoyable work was actually a clever, and lengthy, tutorial that felt more like its own adventure.

I didn’t even recognize this strategy at first, as I spent so long making friends with lovely non-playable characters and bringing a desolate island back to life. I’ve recently poured dozens of hours into Dragon Quest Builders 2, and I just realized that it approaches its tutorial in a similar way. It’s not a tutorial in the way I’m used to them it’s more of an area with lowered stakes that allows me to practice the skills I’ll need throughout the game. That opening area lets players learn what they’ll need to know when exploring Hyrule, while sticking to the basics in terms of enemy difficulty and item selection.
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The Legend of Zelda : Breath of the Wild’s Great Plateau is a wonderful example of how creating a limited version of the full experience can teach people how to play without feeling like a tutorial or homework. So how do you help players learn the basics without boring them, or even worse, pushing them away from the game completely?īoth The Legend of Zelda: Breath of the Wild and Dragon Quest Builders 2 share one of my favorite ways to make tutorials deceptively entertaining. Tutorials are the least exciting part of most video games.
