->''"Oh, Iím too lazy to read the manual! I need help! Wah! Wah!"''
-->--'''Comic Book Guy''', ''TheSimpsonsGame''

At least as far back as the first ''Franchise/FinalFantasy'' on the NES, developers have reckoned that players might actually ''not'' [[{{RTFM}} read the manual]] for all the controls and general know-how of playing the game. As games grew more complicated, it also appeared that some actions were simply really hard to get across with just words, at least without a 12-page essay on the single function.

Thusly, in-game tutorials have been in games with increasing regularity, to the point where it's more likely that games have at least one sort of tutorial than none at all.

The basic formula is thus: A game mechanic or element is brought to the players attention, and the player is informed about it, possibly with a demonstration of some sort.

Of course, it's not always that simple. Tutorials themselves have Tropes of their own, each adding another layer of complexity and making game manuals even ''more'' redundant here.

They come in many flavors:

* AutoPilotTutorial: The tutorial that you can look at, but not touch.
* ForcedTutorial: No matter what you do, you have to do this tutorial. Not so fun when immediately starting a NewGamePlus.
* HeKnowsAboutTimedHits: Some tutorials try to at least keep some semblance of being in-universe and not [[BreakingTheFourthWall break the fourth wall]]. Games under this particular trope don't really try in that department.
* JustifiedTutorial: Tutorials that are part of the setting. The instructor says shoot, text in the HUD says to press R1 to fire. As close to canon as a tutorial can get.
* TrainingBoss: Tutorials may end with a bang... caused by you, as now you've got the chance to test your new skills in a BossBattle.
* TrainingDummy: The standard punching bag for combat tutorials. Hey, ''someone'' needs to get hit.
* TutorialFailure: The tutorial fails to teach you vital things about the gameplay.
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