Sadly this isn't supported in the literature.
Instead it's supported by being incredibly obvious. It's completely indisputable. Having a separate tutorial mode is the only way to ensure players don't have to do the tutorials they don't want to do.
I used a very contrived, simple example and one case.
It's still an example of why we shouldn't force every player to go through the bloody tutorial every time they start a new game or connect to a new server.
But again I ask, how many different tasks will a player need a basic mastery of in order to play the game?
I don't know. Lots. What's a 'task'? Is WASDQE movement a task? Is leaning around corners a task, or is that part of basic movement? Is shooting a gun a task, or do aiming and firing fall into two separate categories?
I've only played the world of tanks tutorial once but if memory serves it only taught about seven simple concepts (memory primatives), and even then a player doesn't need to master them to be successful in the game. If a game is that simple then seperate tutorials can work.
Being simply has nothing to do with whether separate tutorials work.
[/quote]Oh I absolutly agree that integrating the tutorial into multiplayer would be a pain. It is possible by instancing an in game tutorial but that can be a really contrived experience. That being said if we look at some of the more successful minecraft servers they have special starting zones and univerities to communicate server rules and special features to a player. That starting experience is way too varied though to implement in vanilla and should be left up to servers to construct their specific starting experiences. The engine could provide some tools/api to help with that though.[/quote]
Servers do not need to have their own tutorials for the basic core mechanics. Relying on every server to custom build their own tutorials is incredibly dumb. If they're using a heavily modded server they might have a quick explanation in a central location for how it works, but otherwise? No.
By integrating the tutorial in the starting gameplay experience player achievement in a tutorial is also their achievement in game.
We're not aiming the game at 12 year old COD players with the attention span of a goldfish. If they will put down any game that doesn't shower them with praise every 5 seconds they can fuck right off.
Getting player efficacy up early is really important.
Not really. When players start off their should be terrible. They will be terrible. And the game shouldn't be so easy that they're instantly doing really well.
We've established that we want a strong player bond with the ship which means a lower rate of player loss. While we want players to learn their lesson for their errors we don't want to establish a high death rate, like in DF or KSP, in the first couple hours either.
Why not? What's the fun in succeeding if you didn't fail first?