CloneFighter
Mediocre Lua scripter
I don't like how Tutorial Zone's character ability tutorial section can be passed with just two jumps and no thokking.
There aren't any pits in that room, though.Maybe it's also to tell that you can choose not to thok because sometimes doing it leads you to fall in a pit
It's actually because the tutorial is intended to teach new players. Several of the sections can actually be completed without following the directions. However, following the directions is the easiest way to complete it, and therefore new players, who generally don't have the skill to cheese it, will follow the directions and learn what the tutorial is trying to teach them.
experienced players
You do realize this is for newer players, right? No one who is already knowledgeable on how the game works is going to turn on the tutorial other than just for curiosity.
Heck, if you want that part of the tutorial to be more interesting, you can even make it to the teleporter by thokking into the slope and then thoking straight up to it without ever going near the second platform.
Anyway, the first three challenges can all be completed by not following directions. You can beat the first room just by looking around and thokking. You can beat the second by just running. And you can cheese the third by standing next to the Eggman Statue and thokking right to the goal.
Several of the sections can actually be completed without following the directions. However, following the directions is the easiest way to complete it, and therefore new players, who generally don't have the skill to cheese it, will follow the directions and learn what the tutorial is trying to teach them.
This is an exaggeration of what I am talking about. You can make the gap longer without making it difficult to make it with the thok. The idea is for it to be easy to make the jump with the thok, but not so much if you don't. The thok provides enough speed that this should be doable.Making the jumps larger would make it more necessary to use the thok, but also make the jumps significantly harder. We want newbies to try to thok and succeed on their first or second try. If the jump is more difficult, they will start to have trouble in the tutorial, which is not what we want to happen.
The problem is that none of this is accurate. At all. You can easily break it even if you don't know what you are doing, at least in this section. Literally all you have to do to cheese it is hold forward and press jump. This requires no more skill or know how than you have already learned in the tutorial up to this point, and could easily happen by accident.Instead, we just let people break it if they know what they're doing, and that's not a problem because if you already know what you're doing, you don't need the explanation anyways.
It does not matter that the player can ignore the instructions, because the goal is instead to teach the target audience, new players, the things they need to know as quickly and effectively as possible.
It should be obvious that the tutorial is designed for new players, who won't know right off the bat how far Sonic can jump or how to best optimize his jumping. I can easily imagine a new player just slightly pressing forward and then jump, and not quite making it to the next platform. Then they try the thok and go "oh, that's what it does".
I have an idea, make the tutorial about having several rooms to train with the ability instead of forcing to do things in the same order. What do you think of it?
Regardless of what a player does, the game tells you directly via text what you're suppose to do, sometimes with imagery as well. If a beginner for some reason decides to jump instead of thok, congratulations, they learned that they get rewarded for good play. The lesson has still been taught even if they went about it another way, great way of showing how flexible the game is.
Why are we so adamant about severely overanalyzing every minute aspect of this game? The tutorial was designed with the expectation that a new player would slowly follow along with what it's telling them to do at a given moment. If the player decides not to do that and just runs and makes that jump anyway, they're most likely doing it on purpose and probably beyond what the game is trying to teach them already. I've seen enough of people stumbling around and struggling to make it through Greenflower to give reasonable doubt that they could even make such a seemingly basic jump on the first go without prior practice... or using the thok the game is trying to teach them about at the given moment.