Hand holding in games, guides, and providing information to the player

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Buttmunch
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So this thing has been on my mind for the past couple of days. I notice a lot of people complaining about how a lot of modern games have an annoying tendency to "hold the player's hand". Whether it be constant tutorial pop ups, preventing exploration for the sake of moving the game along, or providing the answer to puzzles relatively quickly, sometimes straight away.

I can see the frustration people have with this and I mostly agree with them. Taken to an extreme, we have games like Skyward Sword, where Fi, the game's equivalent to OOT's Navi, pops up several times to tell the player what to do and how to do it. Or a game like The Last Story where someone keeps yelling at the player on what to do on certain bosses every few seconds. (In that case, that's probably more like lazy programming and not making it so that the character doesn't shout every few seconds) It's both annoying and can take away some sense of satisfaction from figuring it out on your own.

Lately however, I can't help but feel there's some kind of grey area to this kind of thing. I've recently completed Grim Fandango twice and am currently playing Shadow of the Colossus again. Grim Fandango gives you your basic goals and the puzzles can be solved out through a little experimentation and logic. Even then though, some of the puzzles I couldn't really figure out on my own and I ended up resorting to a guide. I'm not saying that they're impossible to solve, guides exist online for a reason. I just noticed how some people complain about how some of the puzzles can be too vague or abstract. Which I notice seems to be common within Adventure games. With Grim Fandango however, most of the puzzles seem logical or at the very least make sense within the context of the story, so I can't really criticize them too much.

Shadow of the Colossus follows a somewhat similar mentality, the difference being that if a player spends a long enough time not progressing on a Colossus, (around ten minutes) Dormin will give the player a hint on what to do. Some are vague, others are somewhat direct. This would probably be considered hand holding by some people, and I can see what they mean. But to me, it makes sense in context in the game's story and some of the puzzles in that game can be a little obtuse. But then I wonder, did the creators not convey enough information to the player on screen so they have to resort to using hints? How much is too much or how little is too little?

Finally, I'd like to talk about guides. Guides have been a thing for a long time. Whether it be through something like Nintendo Power, official strategy guides you find in stores, to places like Gamefaqs. I notice some people say that you shouldn't use a guide or at the very least not use it the entire way through. I'll admit, as a kid I'm guilty of doing the latter, but now I try to only to use guides if I'm really stuck somewhere. And even then, I wonder how people view that kind of thing.

TLDR: How much information should be conveyed to the player in order to solve a puzzle or challenge? And should or shouldn't they be given hints to solve it? If so, how much information should be given out? What are your opinions on guides?

I could just be over thinking this kind of thing, but I'd like to see what you guys think.
 
I prefer games like Arma, Minecraft, and Kerbal Space Program which require online guides to master but give the player absolutely jack shit in terms of info in the game itself.
 
I think it's a difficult balance personally, and a lot of it depends on player expectations going into the game initially. The success of the souls shows that there is definitely a market for games that leave it up to you to figure things out, but there's a fine line between being satisfyingly difficult and being just plain obtuse.

With gaming becoming a more social and generally accepted thing, there's a large portion of the community who don't want to be tied up or stuck in their games and just want to experience what they paid for, which is fair enough I guess.

Back in the day, a lot of the perceived value in the game actually came from struggling to complete it, because played from end to end, the game was actually very short. The funny thing about Skyward Sword's obnoxious hand holding is that with the original Legend of Zelda, Miyamoto was told that the game was too obtuse, but he believed in the power of community and how people shared experiences and notes to overcome a larger goal, and he was absolutely right.

As it stands, I point blank refuse to use guides to a point where it's almost autistic. I'm actually really bad for overthinking things and missing the obvious.
 
The thing about Fi/Navi/Tatl in the Zelda games is that they gave you the option to listen to them or not, and Fi only popped up if you were sucking at the boss battle.
Hints should be subtle, like how in OoT's battle against Volvagia where Navi didn't know what to do but the Gorons talked about the legendary weapon, the Megaton Hammer.
 
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My personal preference would be for in-game hints to either not exist or be really subtle. If I'm stuck on a puzzle I can look it up online in a game guide. I wouldn't make a claim about using a guide being either "right" or "wrong" but generally I think beating a game by yourself is more rewarding.

There are probably many people who like in-game hints so I guess the best solution would be for the player to have the option to disable those hints. Everybody wins.
 
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I think it's a generational thing. I always enjoyed overcoming a challenge but it seems to me that kids these days feel entitled to success.

I saw it in WOW as the game progressed in larger audiences the Devs started making the game easier and easier and easier until they made LFR which pretty much handed the boss to you on a silver platter.

I'm going to do the old man thing and say that kids these days don't want to work for thier achievements, they want the recognition and good feels associated with beating the hard stuff but don't actually want to play games like that. They want the "epic lewts" and the prestig attached but can't or won't put in the required time and effort to earn such loot.

They don't realize that it's the struggle to get the prize that's really rewarding and not just the trophy at the end.
 
Back in the day, a lot of the perceived value in the game actually came from struggling to complete it, because played from end to end, the game was actually very short. The funny thing about Skyward Sword's obnoxious hand holding is that with the original Legend of Zelda, Miyamoto was told that the game was too obtuse, but he believed in the power of community and how people shared experiences and notes to overcome a larger goal, and he was absolutely right.
I like how Dark Souls takes that and amplifies it with the power of networking, via "Soapstones" which allow players to write hints that other players can read.
 
For the guide thing, I only use a guide if I keep having trouble at a certain part of any game. There's a few guides I might look up after I beat a game to collect everything like Xenoblade or collecting demons in the Megaten games. I think that the guide thing feels like a grey line. It's up to whoever wants to use them as long they balance it out.
 
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I don't mind, as long as it isn't intrusive. By intrusive, I mean like stop everything for a tutorial, especially if you can't skip it. They can do things like have NPCs mention you should bring a lot of antidotes if you're going to the place you're about to go, or like have loading screens that explain a game mechanic that'll be important. Another issue on the handholding/too obtuse spectrum is whether you'd be able to pick up where you left off if you stopped playing the game for a week or two. It can be really annoying to try to find your objective if nothing is marked on your map (or there is no map), and NPCs only give stock responses that say absolutely nothing about the situation at hand. Then you have to go to gamefaqs and play detective and try to remember where the hell you were when you stopped playing.

Also, missable items/quests that you would have never known existed, let alone gotten if you hadn't used a guide. You didn't talk to random NPC #257 exactly twice, three towns away, in this really narrow time window that would require backtracking there for no apparent reason? Sorry, you can't get the best weapon any more...
 
Depriving the player of information or context is only desirable if it adds something to the game (Dark Souls wouldn't be as special as it is if there was more context given to the story, for example.) In general, obtuseness isn't good design and only contributes to elitism.

Explicit handholding is patronising and immersion breaking, but poor design isn't fun.
 
Mandatory tutorials are awful, looking at you Fire Emblem. Even worse when you're doing a second playthrough and you're forced to go through the tutorials again even though you know how to play.

One game I think did tutorials right was Metal Gear by giving you a practice mode.
 
I get more irked when a game massively changes policy on this stuff without warning.

Over on World of Warcraft they have blinking lights and words on the screen and all sorts of shit yelling "hey dumbass do this now", but over in The Big Quest I just hit a part where they suddenly expect you to play MGS with the radar off. Normally you barely have to look at the screen to derp your way through quests, so now having to think for myself and actually do stuff is really bugging the shit out of me because that's not so much what I'm playing WoW for.
 
I don't play many modern games but a trend I hate is the expectation that "oh you have the internet so the game doesn't need to teach you anything". I believe Minecraft's popularity is partially to blame, though it was an alpha, then beta, where the community filled in the gaps while the devs made the game happen. It's a bit more forgiveable since it happened organically.

Kerbal Space Program has no excuse and they did end up adding what amounts to a shitty tutorial later which is great.
I believe no game should require the internet or expect you to use the internet to understand it. A game should be able to be played on its own and understood by the players without any third party bullshit.
I know pretty much everyone has the internet readily available nowadays and almost everyone uses guides/wikis for games, but I hate that. A great example is the Souls series which everyone will praise as being non-handholdy but go ask anyone if they did a blind playthrough or if they looked shit up to get past certain parts. Everyone is looking up how to beat a boss or at least looking up what the boss can do. A lot of people will straight up start the game after looking up character builds.

Meta is so heavily a part of gaming for people nowadays it pisses me off and part of why I don't like modern games which are partially designed with in mind. Thanks @Large for the necro and giving me something to bitch about.
Also why the fuck can't games come with pdf manuals?


I'll add that I believe the Factorio devs have done absolutely everything right in their making of Factorio. You don't need the wiki or anything to fully understand the game, they've added ingame explanations for the foundations of advanced topics as well as a proper tutorial. I'm very impressed by everything they've done regarding the game being fully accessible and comprehensible without needing any resources outside of the game.
 
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Meta is so heavily a part of gaming for people nowadays it pisses me off and part of why I don't like modern games which are partially designed with in mind. Thanks @Large for the necro and giving me something to bitch about.
Also why the fuck can't games come with pdf manuals?
Regarding manuals I miss the days of those fat walkthrough guides and books that were basically a wiki printed out. I believe they're still being made but more as a collectors type thing since games these days are all online with frequent updates. Even the World of Warcraft manuals back in the day were obsoleted quickly and websites like thottbot were much more helpful.
 
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