Everyone always makes fun of Dean Takahashi for his abysmal attempt at playing this game...

Everyone always makes fun of Dean Takahashi for his abysmal attempt at playing this game, however this games tutorial is genuinely badly designed. The game forces all these concepts onto you and doesn’t even teach you where you could use them practically. It expects you to remember everything.

A good game should build up its mechanics gradually through good level design, but this game instead throws you in and expects you to instantly master everything.

Not to mention the game is pretty badly designed in general, foreground elements getting in the way and enemy death animations taking way longer than they should.

I know that everyone here hates game journalists for whatever reason, but when we see bad design, can't we call it out?

Attached: cuphead-switch-hero.jpg (1920x1080, 732.33K)

bump

Bump

fuck off faggot

damn sounds like you fucking suck op.

Can't accept criticism of your beloved game that "OWNED MUH JOURNALISTS!"?

>The game forces all these concepts onto you and doesn’t even teach you where you could use them practically
thats literally what the tutorial does tho nigger

You have 4 mechanics:
>move
>shoot
>dash
>parry
The game is very quick to restart, you have infinite tries and no punishment for failure. Even if those 4 are somehow overwhelming, you have plenty of opportunity to practice without any sort of risk.

Fuck off. the games not that complicated. Drawing out the mechanics in an already short game would have been retarded.

>shows game journos are shit at games to the entire world
>is a good game
Cuphead is perfect, DLC when?

Game should set up their mechanics organically through well crafted level design instead of the annoying tutorial level.

This was manufacturated drama

And tutorials are bad for game design. Organic tutorials through levels is far better.

>however this games tutorial is genuinely badly designed. The game forces all these concepts onto you and doesn’t even teach you where you could use them practically. It expects you to remember everything.
cool, that has absolutely nothing to do with the reason he failed at the tutorial though, he failed at the tutorial because he was unable to press A and then press X within the 1.5 second period when you're in the air
didn't read any further

Nope, the actual problem that he had was that he didn't read the text because the game didn't establish dashing before jump dashing. Mashing two concepts together before teaching them individually is a bad idea.

He didn't read the text because he thought that it contained no new information and was superflous, and like it or not that's bad design.

Says who? The game is a boss rush with some admittingly mediocre levels sprinkled through. For some games no tutorials work and its really cool when it does, but it doesnt make sense in this case. Even it did, its hardly a game changer or significant annoyance.

>he didn't read the text of the tutorial, which consists of a picture and a button, and this means the tutorial is badly designed
if this isn't bait you're a fucking mong lmfao

He didn't read the text because he thought it contained no new information. The game didn't teach him dashing before attempting to combine jumping and dashing. This is bad game design. I'm amazed that retards on Zig Forums can defend it.

this image kills the anonymous

Attached: maxresdefault.jpg (1280x720, 64.89K)

At some point he should have at least gone "hm, maybe im missing something, maybe I should look at the easy to read text right next to me"

Faggot you'd have to either be an illiterate retard or intentional trying to avoid reading it. The text is so simple and large I read it subconsciously while looking at the screen. You are an absolute brainlet

I feel like this is the single most common pitfall we fall into as designers: Blaming the player when they don't understand how to play the game. It's so easy to do! We know how our game works, it's obvious! If they can't figure it out, they must be dumb, or the game's not for them, or whatever.

Seriously, though - if a player doesn't get how our game works, that is our fault. Full stop. It's not their responsibility to come to the game already understanding the rules. It's our responsibility to explain those rules to them.

>It's not their responsibility to come to the game already understanding the rules. It's our responsibility to explain those rules to them.
This is somewhat hard to do if you write text explaining the rules and then they choose not to read it

If a new user can't figure out how to play your game, then yes, I feel that is a pretty big failure on the designer's part. Again, there is a big difference between "understands the rules, but is unskilled" and "doesn't even understand the game rules." I mean, I get it - writing effective tutorials sucks and is hard. But if you skimp on it, then outcomes like this really shouldn't be surprising.

imagine going to this much effort to bait people on an anonymous image board, you must be incredibly mentally ill and i hope you can get help

I dont know, its kind of entertaining.

Imagine thinking that anything that disagrees with your retarded reactionary bubble is bait. I pity you.

No its not faggot. When 99% of the playerbase will understand, at that point it is the players fault. Thats like saying its the authors fault for writing a book that an illiterate person cant understand. Theres some basic human functionality that is perfectly normal for developers to expect. Also quit this "we" bullshit. I dont make games, im just a fan that can understand game design and recognize dumb players

Can we ignore the obviously impaired OP and talk about this gem of a game? DLC when? Who's your favourite boss and why is it the Genie?

>has to completely ignore posts dismantling what he's saying
it's getting responses but you've got a ways to go yet

I swear to God, if I ever manage to make a game, then I will set up Game Jounalist difficulty as the lowest one, below the Pigeon.

I went back and rewatched the tutorial, and while I agree that Dean got stuck there for a surprisingly long time, that part of the tutorial was kind of problematic.

So first off, read the text for the A button. "Tap for short, hold for high jump". And then there are two blocks following it - one short, one tall. So it's not unreasonable that a player would read that, and then try different heights of jumps.

Second - The Y-button text - that's the first time Dashes have been mentioned. So immediately after the jumping tutorial, there's the jump-dash tutorial. No "learn how to dash first" explanation - just jumping straight into "now combine dashing + jumping!" That's generally poor practice - usually you want to make sure that the user has mastered the individual components, before you require them to use them in combination.

I felt the most victorious with the clown

Appealing to the lowest common denominator in every case holds back games (and any "artform") from reaching its highest peaks.

There's a key bit of difference there though: The pigeon already knows what it can do. The pigeon already knows what verbs it can employ to interact with the world.

Dean, in that case, doesn't. He thinks he already knows the verbs he needs for this task. This is clearly an obstacle that needs to be overcome by jumping, the game is has explained jumping, so he is trying to solve it with the tools that he thinks he has. He hasn't read the Y-text because he doesn't think it has any new information.

And this isn't a conscious decision. He's not refusing to read it out of spite. He's not refusing to read because he's dumb. He's not reading it because *the tutorial is structured in such a way that it looks superfluous to him.

And like it or not, that's a design problem.

Think of it this way: You know how the answer to this problem seems really obvious, and you can't understand how Dean could be so dumb? That's the same blindness Dean is displaying here: Where you are sure you understand the answer to the problem, and it just isn't working. Because you don't actually understand the problem as well as you think you do, but you haven't realized it yet.

As designers yes, we expect more than a pigeon's IQ. But as players, we expect that the designer will recognize when there are problems and fix them, rather than just assuming "oh, that player has the IQ of a pigeon" and wander off, assuming that everything is fine, and that certainly none of the problems could be their fault.

>dashing tutorial specifies that it works on ground or air
>he doesn't read it
>it's 6 fucking words
>there's even an arrow

It a fucking contra shooter. What is misleading or confusing?

Barrier to entry should always be low enough for any player.

This is unbelievable dumb and I feel dumber for reading it

I REMEMBER THIS THREAD
BAITER-KUN, HARVESTING (YOU)S BY COPYING OTHER'S BAIT IS LOW EVEN FOR YOU

Wasn't there a recent game that had a difficulty called 'game journalist' in their game? That or some posters on here were being funny.

I'm not dumb enough to not know grammar, nor not know the spelling of words

Stop defending dumb people.

Hard disagree. Not every has to experience everything, especially not "right now". If a dev wants to make something with a higher bar, let them. Its ok if they dont appeal to brainlets like you. Play something else. its bullshit to say that i should NEVER get the experience i want just because retards exist.

Stop being reactionary