I’m here to say Portal as well, specifically because, once you really look for it, you realise that about 90% of the game is tutorial. Like, seriously, basically everything leading up to “The cake is a lie” is teaching you the skills you need for the final sequence. It’s a massive tutorial followed by one level of actual game, and it’s beautiful, precisely because you don’t even notice that the tutorial hasn’t ended.
A lot of the game before you escape the testing track, minus maybe the point you are told about momentum jumps, feel like one big tutorial without even realizing you’re in one. It’s done very well.
When I played through Portal in dev commentary mode, I was surprised at the time to realize they’re basically trying to teach you things through the whole game (or at least heavily signpost). Made me realize a lot about game design, and design in general.
The original Portal game does a good job of this. The first several puzzles are essentially tutorials that still manage to feel fun and interesting.
I’m here to say Portal as well, specifically because, once you really look for it, you realise that about 90% of the game is tutorial. Like, seriously, basically everything leading up to “The cake is a lie” is teaching you the skills you need for the final sequence. It’s a massive tutorial followed by one level of actual game, and it’s beautiful, precisely because you don’t even notice that the tutorial hasn’t ended.
A lot of the game before you escape the testing track, minus maybe the point you are told about momentum jumps, feel like one big tutorial without even realizing you’re in one. It’s done very well.
Portal 2 imo. Stephen Marchant makes everything better
Portal 2 has the best introduction to jumping controls of any tutorial in existence.
Apple
Stephen Merchant.
Correction not to be an asshole, but because looking up Stephen Marchant brings up a different human
When I played through Portal in dev commentary mode, I was surprised at the time to realize they’re basically trying to teach you things through the whole game (or at least heavily signpost). Made me realize a lot about game design, and design in general.