[[quoteright:330: [[VideoGame/PokemonDiamondAndPearl http://static.tvtropes.org/pmwiki/pub/images/Pokemon_1598.jpg]]]]

->"Seems you'll need a bit of a tutorial... ''(sighs)'' Very well, we'll start simple."
-->--'''Warren Vidic''', ''VideoGame/AssassinsCreedI'', with a big ol' [[LampshadeHanging lampshade]]

As games become more and more complex and the basic functions required become more numerous, players become less interested in reading through 20+ pages of manual just to find out how to open the inventory. For that reason, game designers are increasingly relying on integrated tutorials to tell the player what to do as they play through the early parts of the game.

One way of doing this is to [[HeKnowsAboutTimedHits have the characters tell the player how to do their thing throughout the game]], but if the protagonist is some kind of soldier or otherwise trained character it rather spoils the game's atmosphere to make them look like a rookie. It's even worse when the protagonist is being [[GameplayGuidedAmnesia told stuff they already know]], [[AsYouKnow and the designers couldn't think of a way to work in a tutorial]].

To this end, the Justified Tutorial provides a special in-continuity tutorial section which allows the character to "train" or learn their stuff without it looking too forced. Sometimes these sequences are integrated into the start of the game; in others, they are optional from the menu. In either case, they are part of the game's universe rather than being self-contained tutorials.

The in-game tutorials are sometimes dependent on the difficulty setting, meaning that they aren't present in higher difficulty playthroughs.



[[folder: Action Adventure ]]

* ''Franchise/TheLegendOfZelda'':
** In ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', the Kokiri and the elements that make up Link's home village perform a tutorial as they speak to Link: One Kokiri asks him to use his sword to cut the grass, another (sitting on a ledge) teaches him to use his new fairy to speak at a distance. You can also simply ignore them altogether and just dive right into the game.
** ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' has Link engage in a sparring match with elderly wise man Orca at his cottage; doing so will obtain the sword needed to progress through the first half of the game. Players can also return much later to engage in a harder sparring challenge to earn some particularly nifty rewards.
** In ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', Link's friends ask him to show off the slingshot and wooden sword he acquired, shortly before they chase after a monkey and Link gets his first taste of real enemies chasing after them. More advanced sword moves are taught to Link by the ghost of the [[VideoGame/TheLegendOfZeldaOcarinaOfTime Hero of Time]].
** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' has the sparring hall, which while it is optional, allows the player to get used to the new motion controls, while being able to get the feel of the enemies seen in the game. They also justify the flight tutorial with two reasons: one, Link's just been gliding with his Loftwing recently (right before a ceremony which requires great control over a Loftwing); and two, said Loftwing was very recently imprisoned, and Zelda wants to make sure nothing's overly wrong.
* ''The ComicBook/IncredibleHulk: [[VideoGame/TheIncredibleHulkUltimateDestruction Ultimate Destruction]]'' begins with a soldier wearing a VR helmet to "simulate" being the Hulk, in order to learn his techniques and how he smashes.
* The ''Batman Begins'' LicensedGame starts, like [[Film/BatmanBegins the film]], with Bruce getting trained by the League of Shadows.
* The first "level" in the game based on ''VideoGame/HarryPotter and the Philosopher's Stone'' involves Fred and George Weasley guiding Harry through part of the school. This teaches the player how to run and jump, to watch out for certain pitfalls, and about the importance of Bertie Botts' Every-Flavour Beans (the game's currency). The built-in WizardingSchool premise allows you to be taught how to do spells by the, well, teachers. While in the Playstation version of the game, the tutorial hits as Malfoy steals Hedwig, causing Ron and Harry to chase after him, Ron teaching Harry how to run, jump as well as everything else covered in the PC tutorial. The latter games, by which time Harry really should know basic magic, find a roundabout way to do this. Generally, when the game wants to teach you how to do X, a character will ask Harry, "Can you teach me how to do X?" with the explanation actually being for your benefit and your attempts to do the spell being Harry's "demonstration" for the other character.
* In ''VideoGame/LegacyOfKain: Soul Reaver'', Raziel gets toasted by the bossman Kain and thrown into hell. When he is revived, he is still a bit torn up (wings shredded, lower jaw missing, etc.), and many of his abilities have changed. His new benefactor is kind enough to walk him through the use of his new abilities.
* Roughly a third of the gameplay of each ''VideoGame/{{Overlord}}'' game consists of Minion and strategy tutorials. The [[VideoGame/OverlordI first game]] does it so well that it's hardly noticeable - [[VideoGame/OverlordII the sequel]], unfortunately, is much less subtle about its tutorials.
* ''VideoGame/MirrorsEdge'' does this quite smoothly - the player character's recent accident is mentioned, and so you have to show your operator that you're back in shape. The training serves as an introduction to both a vital {{NPC}} and the game's unique [[LeParkour play style]]. Plus it can be skipped at any time.
* ''VideoGame/{{Pikmin}} 2'' has the first day spent controlling Louie, who needs to learn the ropes from someone who's been to the Pikmin planet before.
* Given that the protagonist of Videogame/AvencastRiseOfTheMage begins by taking final exams in WizardingSchool, the tutorial fits perfectly.
* The tutorial in ''VideoGame/{{Nier}}'' takes place immediately after the protagonist signs a pact with Grimoire Weiss, so it's him learning how to use magic to fend off Shades. This is important for a few reasons; it takes place 1300 years before the game proper, it serves as a TasteOfPower for the spells you can get and [[spoiler: it's actually the Shadowlord's origin]]. You can even do it again later as a part of a sidequest and get the [[ImprovisedWeapon pipe]] you used back then.
* ''VideoGame/NierAutomata'''s menu tutorial at first appears inexplicable, [[NinjaProp but reveals itself to be]] 9S guiding [[PlayerCharacter 2B]] through the DiegeticInterface as she comes back online.


[[folder: Action Game ]]

* ''VideoGame/KaneAndLynch: Dead Men'' puts an interesting spin on this, with the hero and player character, Kane, actually training another character, [[LeeroyJenkins Lynch]], in the finer points of in-game combat, such as throwing grenades, precise aiming, rappeling, and whatnot. Functionally it's the same as other examples on this page, but works well since Kane is already expected to possess these skills.
* The ''Film/IronMan1'' game of the movie's tutorial is when Tony first puts on the armor to escape the cave he was held in. The tutorial proceeds as Tony gets used to controlling the armor, continuing in the second mission when he upgrades it to include flight capabilities and tests them out. In the second one his armor is damaged at the beginning of the game and he only has limited systems available. It self repairs, however, and more functions return as the tutorial goes on.
* ''Franchise/{{Terminator}}: Dawn of Fate'' for the [=XBox=] has a nice twist. The good guys just built a new training facility and so they invite the seasoned operative, Kyle Reese, to test it out and see if it is cool.
* ''VideoGame/{{Iji}}'' starts her [[CharacterTitle self-titled game]] waking up six months after an AlienInvasion and implanted with some of their nanomachines. Her brother [[MissionControl Dan]] explains to her how everything works via logbooks he left behind, which can be skipped. Hidden skills are explained in other logbooks throughout the game.
* Many, if not all, of the ''VideoGame/ArmyMen'' games had a boot camp level and in the case of ''Air Tactics'', ''Air Attack'' and such, flight school.
* ''VideoGame/BuffyTheVampireSlayer'' used this in the form of a training run set up by Giles.
* ''VideoGame/ReservoirDogs'' has a tutorial sequence where Joe Cabot trains Mr. Orange (the newest member of his gang) on the basics of armed robbery before the big jewelry store hold-up. The training sequence has the gang using paintball bullets and setting up a training simulation in an empty warehouse, with the other criminals sarcastically acting out the roles of cops and civilians.
* ''VideoGame/TheMatrixPathOfNeo'' has this, since Neo needs to learn to fight in a series of tutorials, with Tank acting as MrExposition and explaining how to do everything.


[[folder: Adventure Game ]]

* ''VideoGame/TheJourneymanProject 3'' has the player try out the various interface functions as MrExposition performs a diagnostic on his suit. The original ''VideoGame/TheJourneymanProject'' was less successful, however, unless we are to believe that it is part of Agent 5's job each day to read the instruction manual for his biosuit. The remake ''VideoGame/PegasusPrime'' fixes this problem from the first game, as it transforms the review of the biosuit manual from a daily task into a small portion of Gage's punishment for being late to work for the ''fourth'' time.
* Subverted in ''Homestar Ruiner'', the first episode of ''VideoGame/StrongBadsCoolGameForAttractivePeople'': One of the objectives in the game involves disguising Strong Bad as Homestar Runner and entering the Free Country USA Triannual Race To The End Of The Race in his place. The first time you run the race you're going to do terribly because Strong Bad has no idea what he's doing and Coach Z flat-out refuses to tell him because, as Homestar, he's supposed to have been training for the race for a good while now. It's parodied in the game's actual tutorial, where Strong Sad complains that he doesn't want to be in Strong Bad's stupid tutorial, and where Bubs has apparently been paid to read his part of the script.
* The various ''Creator/TelltaleGames'' all tend to start you out in a safe environment, such as a police car in ''VideoGame/TheWalkingDead'' or a party in ''VideoGame/BatmanTheTellTaleSeries'', where your conversation and action choices will only have minor, if any, impact on the story and no true risk of game over or consequences, to let you play with the game's controls before hurling a life or death [[MortonsFork SAVE CATWOMAN OR SAVE HARVEY DENT]] type of choice in your face.


[[folder: Fighting Game ]]

* ''Wrestling/{{WWE}} Day of Reckoning'' has a tutorial mode centered around Wrestling/AlSnow (the head trainer from ''Series/WWEToughEnough'' seasons 1-3) teaching a pair of rookies how to wrestle. As a bonus, the two trainees are clearly modeled after [[Wrestling/JohnMorrison John Hennigan]] and Matt Cappotelli, the two winners from ''Tough Enough'' season 3.
* In the ''Anime/DragonBallZ'' game ''Burst Limit'', the tutorial is justified in that you play as kid Gohan being trained in combat by Piccolo; this fits in perfectly to the {{canon}}.


[[folder: First Person Shooter ]]

* ''VideoGame/MedalOfHonor''
** ''VideoGame/MedalOfHonorPacificAssault'' has Conlin and his future squadmates go through boot camp, complete with DrillSergeantNasty. They take courses in obstacle clearing, basic and specialized marksmanship training, squad tactics, and basic first aid.
** ''VideoGame/MedalOfHonorAirborne'' opens with Travers and other paratrooper trainees going through advanced parachute training in North Africa a few months prior to the Sicily landings.
* ''VideoGame/HalfLife'':
** The first game features an optional Hazard Course section in which Gordon Freeman must learn how to use his HEV suit using an assault course in the Black Mesa labs. Broken versions of the Hazard Course turned up as parts of levels in the ''Opposing Force'' and ''Decay'' [[ExpansionPack expansions]].
** ''Opposing Force'' details the HECU force preparing to leave for Black Mesa, and a crash course on how to utilize your [[PoweredArmor PCV]] vest and sniper rifle.
** ''Opposing Force'' also has Shepherd end up in a section of the Hazard Course, with the hologram reciting part of the tutorial in-universe (without references to keyboard commands).
** In ''VideoGame/HalfLife2'', the training was seamlessly integrated into the game's opening; players had to pick up and manipulate objects with the basic controls before they were given a gun or an HEV suit.
-->'''Civil Protection:''' You there, pick up that can.
** ''VideoGame/HalfLife1: Blue Shift''. The Black Mesa body armor needs a little work getting used to so the guards are asked to run through an obstacle course.
* ''Franchise/{{Halo}}'':
** ''VideoGame/HaloCombatEvolved'' and ''VideoGame/{{Halo 2}}'' both start with your character performing basic movements like walking around and using the camera controls so that the technicians can calibrate his suit. Your reactions to prompts like "look up" also allow the game to guess your control preferences.
** ''VideoGame/{{Halo 3}}'' had an interesting take on this trope, as the tutorial takes place out in the middle of the jungle. Having jumped from a spaceship and fallen several kilometers, Master Chief's armour needs recalibration, because it is still "in partial lockdown" after having taken the brunt of his impact. A medic stands in front of you in your crater and holds up a little card, saying "look up here... now down here..."
** In ''VideoGame/Halo3ODST'', your "tutorial" is just the Rookie activating some explosive blots to release his pod door open.
** Averted in ''VideoGame/HaloReach''. The game checks to see if you want to invert or not, then dumps you into the campaign. Subsequent games have skipped even that part all together.
* ''VideoGame/{{Crysis}}'':
** The first game does it in a similar way to ''Halo'': After you jump out of the plane with the rest of the squad, an attack causes your parachute to fail. Luckily, you are in a supersuit, and [[SoftWater you land on water]]. You survive, but are miles away from the team who get scattered due to the attack. The suit resets, and your commander runs you through a series of suit checks as the tutorial.
** In ''Crysis 2'', you have just been outfitted with the Nanosuit 2.0 by the suit's previous owner. Since said owner is now dead, the suit itself teaches you its functions over the course of the first level.
* ''VideoGame/PerfectDark'' had a few tutorials presented as various training rooms in the heroine's home base.
* ''VideoGame/SystemShock 2'' presents player tutorials as cyberspace simulations, and in-universe they're actually recruitment aids for the government's three military branches. According to the manual, the protocol droid stationed at the recruitment center's entrance is there to keep local teenagers from using the tutorials as a free arcade. The Von Braun, which occupies roughly 3/4 of the game, is a tutorial for the ''U.S.S. Rickenbacker''.
* ''VideoGame/CallOfDuty 3'' begins with a brief training mission -- after which you are bundled into a van and driven straight into a warzone!
** ''Call of Duty 2'' did the same, except without the van -- because [[RussianReversal in Soviet Russia]], [[ThisIsNotADrill the warzone comes to you]].
* ''Call of Duty 4: VideoGame/ModernWarfare'' has your character as a new SAS member; after passing Selection, it's his first day in the Regiment. As such, he has to go through some weapons familiarization (aka target practice) and a timed close quarters battle (CQB) drill... in a plywood mock-up of the beginning area of the first mission. This is not as useful as the real thing, since you're doing this solo instead of as a fire team in the real mission, where the AI teammates tend to beat you to the front of the line and thus block your fire while killing the tangos themselves... thus negating the point of that CQB drill. ''Modern Warfare 2'' includes a similar tutorial, justified as a demonstration for recruits in Afghanistan, with a similar drill as a test of your character's skill in preparation for a special mission.
* ''VideoGame/CallOfDutyBlackOps2'' has a tutorial for the Strike Force levels that is justified as a systems and operability check for a base that had just been attacked by SDC forces; the first real level has you defending it from a second wave.
* ''VideoGame/CallOfDutyAdvancedWarfare'' plays with this. The first level takes place during the Battle of Seoul, and walks the player through basic movement and weapon skills as they work to combat enemy forces and destroy a missile battery. The ''second'' mission (after the "funeral scene") has Jack Mitchell seemingly taking part in an operation to rescue the President of the United States, which goes awry when his newly-installed mechanical arm acts up. At that point, it's revealed that the "mission" was a simulation, you get a tour of Atlas and are introduced to various aspects of the "exosuit", and you get to redo the simulation with your newly-learned abilities and skills.
* ''VideoGame/DeusEx'' has an optional tutorial which combined this with HeKnowsAboutTimedHits, and ends up featuring most of your allies [[spoiler:(and future enemies)]] in their first appearances.
* ''VideoGame/TheNamelessMod'' is set in a virtual reality, and the main character is said to have not logged into in two years. The tutorial is set up to be an upgrade system that shows returning users how to use the new features in the simulation. Gameplay wise, the tutorial assumes that the user knows about the basic Deus Ex controls, and is just trying to show off the new features the mod has.
* ''VideoGame/MetroidPrime'' starts out with Samus exploring a mostly-derelict Space Pirate vessel. Whenever she encounters anything that must be done, a message pops up on the screen telling the player how to do it (so, when she encounters a console that must be scanned, the ''player'' is told about the scan visor, while it's assumed Samus herself already knows how to use it). The tutorial mostly ends when Samus gets the BagOfSpilling.
* ''VideoGame/AmericasArmy'' includes a well done tutorial based on real-life Basic Training, with movement being taught on the obstacle course, combat covered during weapons familiarization and MOUT, etc. It famously includes some [[http://blog.wired.com/games/2008/01/americas-army-t.html First Aid information]]. Which is infamously delivered to the player by making his character sit in a classroom and listen to a long lecture. Which, as anyone who has been through Basic Training knows, is [[TruthInTelevision a very common teaching style in the military]]. The information given there is also real info given out to real medics. So much so that a man who had played the game used the info he learned there to save another man's life after a traffic accident.
* ''VideoGame/StarTrekEliteForce'' has a training mode that is obviously set on the holodeck. The sequel justifies it even further, since the protagonist is now a hardened veteran: Starfleet regulations supposedly require annual recertification with phasers and tricorders and other equipment.
* ''VideoGame/{{Geist}}'' never bothers with a how-to-shoot tutorial, but after the main character is separated from his body his spirit is immediately put into a training/brainwashing machine, where he's shown some of the basics of [[OurSoulsAreDifferent being a ghost]] - floating around, possessing animals, drinking plant energy. After that the machine is broken by a CreepyChild ghost girl, who shows him how to possess objects, do things with them, and then how to scare humans so ''they'' can be possessed.
* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay'' has an extremely clever justification for the tutorial level and the 'Press this for that' button warnings. A daydream on the way to prison...
* ''VideoGame/FarCry: Evolution'', a sequel, has an interesting handwave. Apparently sitting in a bar for three months knocking back drinks doesn't do so well for your ancient-predator skills. So you need to go to some island and knock some fools around. Or something. After the hand-wave it makes little sense.
* A significant portion of ''VideoGame/TheConduit'' tells the story in a HowWeGotHere perspective, with the very first tutorial level starting right in the middle of the action. The player character gets up off the ground after having apparently been knocked down by an explosion, and much of the tutorial consists of the VoiceWithAnInternetConnection telling the character to perform several actions to check if his PoweredArmor is still functioning correctly.
* ''[[VideoGame/KillSwitch kill.switch]]'' has a bog-standard tutorial level even though the main character is supposed to be a super soldier. It's justified in-game as being a test of the new neural interface technology rather than of his basic combat skills.
* ''VideoGame/GothamCityImpostors'' opens with "Initiation," where two {{Mooks}} guide the player through some of the game's more unorthodox elements, such as grappling hooks, gliders, and boomerangs. This is the only scripted portion of the entire game.
* ''[[{{VideoGame/Tribes}} Tribes 2]]'' has several missions acting as tutorials, such as locking your armor for a hud and systems check after a bomber crash in one mission to introduce basic movement and combat before other missions move onto stealth, commanding and sabotage as well as a constant reminder to the [[{{AscendedGlitch}} skiing]] game mechanic.
* ''VideoGame/BioshockInfinite'' teaches players about the use of weapons and Vigors with the mini-games at the Columbia Fair and Raffle.
* ''VideoGame/FarCry3BloodDragon'' has the protagonist's BlackBestFriend Spider hacking Rex's interface and forcing him through an incredibly annoying and tedious tutorial as a prank.
--> '''Tutorial voice:''' To look around, [[CaptainObvious look around]].
* ''VideoGame/Payday2'' justifies its tutorial heists by Dallas returning to the PAYDAY gang following the events of [[VideoGame/PAYDAYTheHeist the previous game]], and the tutorials are Bain testing Dallas to see if he still has what it takes to be in the gang.
* In ''VideoGame/{{Evolve}}'' the tutorials are part of the story. The monster tutorial is about a newly hatched monster, one that's still figuring out the whole "corporeal form" thing and thus learning things as the player is, in one of the opening attacks on Shear. The hunter tutorial follows Markov tracking the monster in the wake of the monster tutorial, with Bucket providing information in the form of tactical advice for tracking the monster and surviving the wildlife of [[DeathWorld Shear]].


[[folder: Four X ]]

* The ''[[VideoGame/{{X}} X-Universe]]'' series has its share of justified tutorials.
** ''VideoGame/XBeyondTheFrontier'' integrates its tutorial into you putting an [[XtremeKoolLetterz xperimental]] combat shuttle through its paces (teaching you how to shoot, having you PassThroughTheRings to learn maneuvering/test the shuttle's systems, etc.). Then your jumpdrive goes haywire and you end up several galaxies away with no way home.
** In addition to the obvious (and optional) "Flight School" tutorial, ''X3: Terran Conflict's'' first plot (there's nine altogether) is effectively one long tutorial, with "Press X for Y effect" popping up on your HUD.


[[folder: Hack And Slash ]]

* In ''VideoGame/DynastyWarriors'', ''VideoGame/SamuraiWarriors'' and ''VideoGame/WarriorsOrochi'' etc., the first battle of any Kingdom/Character's story mode (usually The Yellow Turban's Rebellion in the case of ''Dynasty Warriors'') acts as the tutorial, with the commander explaining how to handle forts, checkpoints, allies calling for help, short-term goals, etc.


[[folder: MMORP Gs ]]

* ''VideoGame/{{Runescape}}'' featured Tutorial Island, which is a bit FourthWall breaking for this trope but scrapes by.
** This has since been redone into a Tutorial basement located under Lumbridge, wherein the PC must perform a number of tasks for a high-levelled NPC as he explains the world to you.
** Finally further expanded into an entire town dedicated in-universe to helping newcomers to the land. Different from the old town dedicated to this purpose. ''Runescape'' has [[LongRunner gone though alot of tutorials.]] The basement version went through 3-4 different versions, including a revert to the old island.
** In the original ''Runescape'', it was just a house where a bunch of people told you how to do things.
* ''VideoGame/FinalFantasyXI'' originally averted this trope by dumping a brand new player in his starting city with a coupon worth 50 gil, visible body armor and a weapon and, if you matched up the correct race with the correct city, a special ring. They later added a tutorial quest series that starts when you trade the coupon in, provided your character was created after that particular update.
* ''VideoGame/KingdomOfLoathing'' holds your hand and tells you how you're supposed do everything during the first quest, to get you started. The quest is, appropriately, given to you by the puneriffic Toot Oriole.
* ''VideoGame/TheMatrixOnline'' has a fairly well-integrated tutorial sequence, in which you, as a new Redpill, have to calibrate your in-world HUD (presented within your field of view directly by The Matrix) and are taught about combat.
* ''VideoGame/WorldOfWarcraft'':
** Done in the ''Wrath Of The Lich King'' expansion: On making a new Death Knight character, the player is introduced to the workings of the class, some of the expansion's new features, and a significant amount of plot by doing the bad guy's dirty work, including things like terrorizing a village from the back of a skeletal griffin. This is exactly as awesome as it sounds.
** Other character classes in ''[=WoW=]'' don't get true tutorials, but they get a similar effect in two different ways. The most obvious way is, when you create a new character, every time that character is prompted to do something new (talk to an NPC, accept a quest, read the map) an exclamation mark appears. Click on it and it opens a window telling you how to do it. Experienced players or players who want to find their own way around can turn off that setting. More subtly, most classes get new abilities every other level until 40, more or less. That means you have two levels to learn to use the one you just got before you get another one.
** ''Mists Of Pandaria'' introduced Monks, who go to the Peak of Serenity in Pandaria to spar with a trainer. Depending on the trainer, they can only be defeated by using a certain technique you learn while leveling up (Such as touch of death, spear hand strike, ect. ect.).
* The MMO ''VideoGame/FallenEarth'' begins with the player character freshly decanted from a cloning tube, after being [[CloningBlues cloned, mindwiped, and killed for hundreds if not thousands of cycles of life and death]], and thus justifiably unsure of how to walk. It goes downhill from there.
* ''VideoGame/CityOfHeroes'' has on optional tutorial in which you play the part of a new hero who has just arrived in [[CityOfAdventure Paragon City]]. You are sent to help contain a chemical outbreak that is turning street punks into mindless killers. You are then taught how to use [[PowerSource Inspirations]] and [[SocketedEquipment Enhancments]], how the Mission system works, and how to determine an enemy's level by the color its name is. The actual control system is displayed in a window that shows whenever you start a new character. The Villain's tutorial teaches all the same things, but the setup is even more justified. You are [[CardboardPrison breaking out of jail]] and have to recover your powers, beat up guards, and plant a bomb before you can get away. With the advent of ''City of Heroes: Freedom,'' both heroes and villains start in the same tutorial, helping the Freedom Phalanx fight off magic meteor creatures before deciding which side you will join.
* In ''VideoGame/EarthAndBeyond'', to learn new abilities, you would have to complete a short mission in which the use of that ability was required to succeed, ensuring that the player actually knew how to use said ability.
* The online, MMO portion of ''VideoGame/PhantasyStarUniverse'' handled its (optional) tutorial mission, "SEED-Form Purge," this way. All new player characters were assumed to be new employees of the GUARDIANS Security Corporation, fresh from its academy. Any actual explanation of gameplay mechanics was done through text on screen rather than through the characters, with character dialogue giving the impression that equivalent in-universe explanations were given to the player character.
* ''VideoGame/DCUniverseOnline'' begins with your newly-empowered character escaping from one of Brainiac's ships and fighting off robots, with the guidance of [[VoiceWithAnInternetConnection Oracle or Calculator]] (depending on your alignment) teaching your how to use your powers.


[[folder: Platform Game ]]

* The early ''Franchise/TombRaider'' games allowed you to romp around Lara's house and training grounds to get used to the various different controls.
* ''VideoGame/{{Psychonauts}}'' has Basic Braining. The young psychics go into Coach Oleander's mind for training in basic platforming on [[TrainingFromHell a live-fire obstacle course.]] Additionally, shorter tutorials are given by teachers whenever the protagonist learns a new psychic ability.
* ''Teenage Mutant Ninja Turtles'' for the Xbox. The turtles start out the game by breaking into the big bad's fortress; they end up entering in the training area.
* The tutorial messages seen throughout the ''Franchise/RatchetAndClank'' games are a helpdesk service operated by Gadgetron which Ratchet is subscribed to who even appears as an NPC during a late-game level through Gadgetron's headquarters. She's replaced with Megacorp's services during the second game when Ratchet is working for the company then Clank during ''RatchetDeadlocked'' due to their imprisonment by Gleeman Vox.
* The tutorials found in the ''Franchise/JakAndDaxter'' games all have different in-game justifications:
** ''[[VideoGame/JakAndDaxterThePrecursorLegacy The Precursor Legacy]]'': Samos orders Jak and Daxter to navigate Geyser Rock so they have some training before trying to go out and collect the Power Cells necessary for their journey North to get Daxter turned back into a human.
** ''VideoGame/JakIIRenegade'': Daxter is helping Jak escape from prison after being experimented on for two years so he's kind of rusty. ("Do you remember how to jump?")
*** The new gunplay mechanics are also given their own tutorial as Jak has never used a gun before so Sig has him go through a shooting range for each new gun mod he acquires.
*** The hoverboard is also explained well in the story. After getting the hoverboard the first time [[spoiler: Kiera]] explains the ropes just before he goes into an arena and does a point challenge which is justified since it's one of the only places where using it in city walls is legal.
** ''Videogame/Jak3Wastelander'': After Veger had Jak exiled he has to prove his worth to Damos that he can be a worthwhile citizen to Spargus so he has to run a gauntlet and fight in a coliseum.


[[folder: Puzzle Game ]]

* ''VideoGame/GhostTrick'' seems to be unique in that it has the tutorial first (Ray explaining to Sissel how to use his Ghost Tricks to save Lynne), but the actual justification doesn't come until later. [[spoiler: Ray is manipulating Sissel into protecting Lynne, so the tutorial was actually a disguised way to make sure he saves her from the hitman.]]
* Arguably the entire first half of ''VideoGame/{{Portal}}'' is a Justified Tutorial, since you're a new test subject and they do have to explain the concepts to you. The basic commands involved appear as pop-up instructions just as they did in ''VideoGame/HalfLife2''. ''VideoGame/{{Portal 2}}'' features a more standard tutorial in the form of a routine check-up of test subjects in hypersleep; the ridiculousness of the commands you are given ("look up at the ceiling", "look down at the floor", "go stare at the painting") is integrated into the series' characteristic humor. It then parodies the trope in the next scene, where Wheatley asks [[HeroicMime Chell]] to say "Hello" and then "Apple", and the player is prompted to do both by pressing space, which actually just makes you jump. Wheatley concludes Chell has brain damage.
* The protagonist's friend in ''Videogame/WelcomeToTheGame'' gives the player character what he needs to know about infiltrating the Deep Web and a guide on what to do when being hacked.


[[folder: Real Time Strategy ]]

* ''VideoGame/CommandAndConquer'':
** ''Red Alert 2'' features a boot camp campaign.
** ''Red Alert 3'' puts a humorous twist to this: the three sides, represented by the main tank type each side uses, calls a cease-fire and bands together to train the new commander (the player) on how to play the game "so that you don't send men to die needlessly." Despite the truce, the three tanks frequently banter and shoot at each other, most often at the Soviet [[{{Buttmonkey}} Hammer tank]].
* In ''VideoGame/StarCraftI'', a marine says, "Permission to speak freely, sir? I don't really think you know what you're doing." and proceeds to explain the two basic modes of movement. As one is new to the job of being the local magistrate, it's understandable. In addition, one can skip this mission. They integrate further minor tutorials into the first missions of the Zerg and Protoss campaigns as well (chiefly to explain the quirks of each faction).
* In ''VideoGame/{{Sacrifice}}'', the player character begins as a master wizard, for whom a tutorial would be rife with AsYouKnow. Instead, the tutorial/prologue has the player control a different character, a novice wizard who appears in the game proper as an {{NPC}}.
* Both ''VideoGame/{{Homeworld}}'' games frame the tutorial as a series of preflight tests for the newly-built mothership. There is also a tutorial on using the camera and issuing movement commands in three dimensions that is not part of the first level, and can be skipped.
* The tutorial for ''VIdeoGame/MedievalIITotalWar'' places you as a Lieutenant in William the Conqueror's army, in the battle of Hastings in which William invaded England and later became its king. The game itself begins in 1087, upon William's death, and the "suggested" campaign for new players is the English Faction campaign, which naturally continues that story if you've just played the tutorial. Whichever faction you choose though, the game will likely be heavily influenced by this new dynasty on the rise in the Island Kingdom (except if you are playing Scotland, in which case you are going to destroy them within the first 10 turns, or if you play Russia/Byzantine and thus are sufficiently far away, and sufficiently not a crusade target for England to not really care).
* In ''VideoGame/{{Desperados}}'' the game begins as the main hero meets his old-time buddy in the middle of a town festival and is invited to participate in some healthy and editorial activities, like flowerpot-shooting and knife-throwing. Each new member of the team later gets his/her own personal level to show off their abilities. Notable, that the tutorials for the last two members are done in full-blown combat conditions and can get them killed.
* Almost half of ''VideoGame/BrutalLegend''[='s=] story mode is one giant tutorial for the multiplayer aspects of the game, but split up across different events. Team positioning is Eddie setting up the rules to the headbangers on how they'll function as a team.
* ''VideoGame/PokemonConquest'' features the player character having recently become Warlord of a new Kingdom. Cue convenient {{Mooks}} trying to take over the place. Since he/she has never been in battle before ([[FridgeLogic don't ask how that works]]), a girl by the name of Oichi hops in and lends him/her a hand in battle.
* ''VideoGame/WorldInConflict'' justifies its tutorial as a training exercise for an officer newly reported to the unit from a military academy, with a more senior officer having been assigned as your mentor. It is skippable, but does provide a few plot details about the ongoing war in Europe that's about to [[Main/InvadedStatesOfAmerica be brought home to the US.]]


[[folder: Role Playing Game ]]

* The game pictured is a part of the ''VideoGame/{{Pokemon}}'' series. Each game features a different set of characters, including the playable character(s), and all of the playable characters must learn how to catch Pokémon, which can be HarderThanItLooks even for players who are very familiar with the series. ''[[VideoGame/PokemonRedAndBlue Pokémon FireRed and LeafGreen]]'' came with a comprehensive easy-access manual so integrated into the game that you could access it while you were saving your game progress.
** ''VideoGame/PokemonRubyAndSapphire'' and their remakes add an extra layer of justification; ''You're'' not being shown how to catch a Pokémon directly, instead, you're sent to watch over a rival and make sure ''he'' catches the Pokémon alright. It still plays out the same way as other catching tutorials, so the intent is pretty clear, but at least it's not shown as someone holding your hand through something that many players already know.
* Most ''Franchise/FinalFantasy'' games feature a "Newbie Hall" type of area in which [=NPCs=] teach you the basic gameplay mechanics. Some of the games have interesting takes on this:
** ''VideoGame/FinalFantasyIV'' had a classroom in the first town full of students learning tactics that would give you advice. Oddly, in the 'Easy Type' American port, this classroom is copy/pasted into every town in the game, including the one you invade at the beginning!
** ''VideoGame/FinalFantasyVI'' has a rather odd example - a school full of professors offering advice located at the outskirts of the town the main characters are trying to flee at the start of the game. [[spoiler: And in the world of Ruin, their school is the only building unscathed on the planet.]]
-->[[spoiler: '''Professor''': "We'll be here for you even if the world should crumble."]]
** ''VideoGame/FinalFantasyVII'' has an example at the start of the game, when an embarrassed Barret confesses that he doesn't know how to use Materia, asking Cloud to teach him. If the player agrees, the game's Materia system tutorial then begins. Barret will even criticise Cloud's patronising attitude. Another more basic combat tutorial is triggered by three rookie adventurers asking Cloud for advice. There's even a second tutorial room found later in the game [[spoiler:because [[DoomedHometown the town the first one is in gets destroyed]], and you'll find the ghosts of the people from the first room still available to provide game advice!]]
** In ''VideoGame/FinalFantasyVIII'', the game starts at Squall's final test, so Quistis, as his instructor, lends a hand by reminding him of some "basic concepts" - like how to use his weapon. In addition, most of the tutorial can be accessed, appropriately enough, from the classroom computers in the military academy.
** In ''VideoGame/FinalFantasyIX'' you get an optional interlude scene in which a moogle is teaching another moogle.
** ''VideoGame/FinalFantasyX'' is another example of the protagonist actually being a rookie in battle, thus requiring the more experienced party members to explain to him how things work.
** ''VideoGame/FinalFantasyXII'' notably averts the dangers of making the player's character look like a rookie when being taught by an [=NPC=] because Vaan ''is'' a rookie at the start of the game. Even before that, a lot of the game's tutorial is given to Vaan's brother Reks, who is himself a rookie soldier, taught by his more experienced commander. Quite the PlayerPunch when Reks is murdered at the end of the tutorial.
* In ''VideoGame/KingdomHearts358DaysOver2'', Roxas has just become a new member of Organization XIII. Different members get assigned to show him the ropes, such as exploring, attacking, using magic, and performing a LimitBreak. [[{{Jerkass}} Some of them aren't so nice about it, either.]]
* ''VideoGame/{{Fallout 3}}'' handles this in an unusual fashion. Your character's formative years are used as the framing device for both the tutorial and character creation. The character's gender, name, and appearance are determined during your character's birth, the last by the protagonist's father looking at a computer simulation of his child's growth. The movement tutorial and stat assignment portion involves you sneaking out of your crib as a toddler and reading a children's book called "You're SPECIAL" (SPECIAL being the game's stats system). The menu, dialogue, and combat tutorials involve you getting a BB gun and a Pip-Boy 3000 wrist computer at your tenth birthday party. At the age of sixteen, you take [[IneptAptitudeTest an aptitude test]] to help determine your three tag skills. Finally, stealth, hacking and lockpicking are learned when [[spoiler:you have to sneak out of the vault at age 19.]] Or, if that's still too much for you (or if you've made a bunch of [[AltItis alternate characters]] and are tired of the tutorial), you can make a save file [[spoiler: just before you exit the vault, at which point you can remake your whole character from top to bottom in about five minutes]]. There are a few decisions regarding hostile characters that may require you to replay from the beginning, but nothing major.
* ''VideoGame/FalloutNewVegas'' has your character just recently recovered from a headshot, prompting Doc Mitchell to direct you to Sunny Smiles to set you up to be able to actually survive the Mojave. It's pretty useful to go through the tutorial for a few free items, but it's not necessary to actually do.
* ''VideoGame/NeverwinterNights'' starts you out in the AcademyOfAdventure, which is [[DoomedHometown promptly attacked]] after completing the tutorial.
* In ''VideoGame/NeverwinterNights2'', there is a tutorial adventure when you have to win a competition in your starting village. Unusual in that you can opt to do this level without the tutorial.
* The tutorial in ''VideoGame/{{Fable|I}}'' is made up to present the Hero being trained from childhood to young adulthood in a warrior's academy.
* Both of the first games of the ''[[VideoGame/DotHackGUGames .hack]]'' series (''Infection'' and ''Rebirth'') feature the main character first starting to play The World and being taught to play by other characters. Also subverted in Rebirth when, after Haseo gets changed from level 133 to 1, a group of characters try to give him a tutorial ''again'', causing an annoyed Haseo to explain that he knows everything already.
* A couple of the ''VideoGame/MegaManBattleNetwork'' games half-justify their tutorials by framing them as lessons or homework from Lan's school. ''VideoGame/MegaManStarForce'' has something similar, but since Geo really is new to all this, it's not the same thing. There's still the pulsing in tutorial (justified, as usual, by it being repair work), but the tedious battling tutorial is skippable. The tutorial in ''Mega Man Star Force 2'' is skippable, but you still have to do the three virus fights.
* ''VideoGame/TheWorldEndsWithYou'' has Neku waking up with full amnesia, having no clue what the things are that are attacking him, how the {{Phlebotinum}} pins he has work, or any of that. (Plus the little fact that he ''can't'' fight without a partner initially.) While the game does go out of the fourth wall to simply screendump you several times, it's made clear that he's learning things from scratch as much as you are - once you know the rules, he does as well. (That said, your knowledge and his aren't equatable after this point.)
* Inverted for humorous effect and realism in ''[[VideoGame/PaperMarioTheThousandYearDoor Paper Mario: The Thousand-Year Door]]''. When you first sign up for the Glitz Pit, Jolene the secretary goes through a lengthy explanation of the facilities and instructs you how to sign up for matches and the rule system under which you fight. After you've progressed almost halfway through the league, a new combatant signs up and Jolene gives him ''the exact same speech'', forcing you to sit through a tutorial you've already heard and learned.
* ''Franchise/TheElderScrolls'':
** With the exception of its [[VideoGame/TheElderScrollsIIDaggerfall second installment]], the series integrates its tutorials into your character's escape or release from prison. This began all the way back in ''[[VideoGame/TheElderScrollsArena Arena]]'', where your guide is the ghost of [[BigBad Jagar Tharn's]] Empire-loyal apprentice.
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has a tutorial dungeon where the protagonist wakes up after being washed ashore in a storm and has to fight his way up to the surface (just how exactly the "storm" pushed him some 100 meters underground is HandWaved). To add injury to insult, the tutorial is bugged. Out of eleven parts, the player will typically only encounter eight and "tutorial 9" will never load. [[http://www.uesp.net/wiki/Daggerfall:Tutorial The remainder tips do exist, so it's not just a psychological trick of some sort.]]
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' had a tutorial "mission", too, albeit rather simplistic. All you had to do was to walk from the the deck of a prison ship, through a prisoner release procedure, to outside Seyda Neen. And that's it. You have notoriously not received any combat training at all. If you pick up the dagger in the hallway, you're instructed on how to equip and use it. Similar with the lockpick.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' did a very fine job of blending the tutorial mission, the story premise, and the implicit class choice at once: you start off as a prisoner who escapes his cell by following the Emperor who is fleeing the city through underground passages. The game runs you through some basic interaction with the environment (melee combat, shooting, lockpicking), then the Emperor is killed shortly before escaping (kicking off the main quest), then one of his guards finalizes your character creation by suggesting what class you'd be best off with ''based on how your playing style was during the tutorial dungeon''.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' works the basic features of the game into you escaping a dragon attack (and your own execution). After a chaotic runaround above ground for basic movement and interaction, you head underground for combat. Once [[OpeningTheSandbox the sandbox opens]], there are several people in various towns who will give you instructions on smithing, alchemy, and enchanting. In Whiterun, for instance, you can help a smith out at her forge as she walks you through the process step-by-step, and you even get a helmet and dagger out of the deal.
* ''KnightsOfTheOldRepublic'':
** In the first game, you have to escape from a ship boarded by the Sith with Trask (fellow soldier and ExpositionFairy) holding your hand most of the way. He's mercilessly made fun of in the [[http://www.youtube.com/watch?v=G0d7C-IZOmU Abridged version]].
** ''KOTOR II'' has a sequence aboard a disabled ''Ebon Hawk'', with you playing T3-M4 trying to repair the ship enough to get to safety.
** If you choose to skip the tutorial before you finish it, any items you've collected during it remain in your inventory when the game proper begins. You can use this combined with a glitch in the mine-disarming part of the tutorial to start with up to sixteen minor frag mines that you can then use or break down for parts.
* The first chapter of ''VideoGame/DungeonSiegeII'' is a chapter of tutorial, which has you go in a quick training just before being shoved into warzone. If you're replaying the game in higher difficulty, the game skips to the second chapter immediately.
* ''VideoGame/TheWitcher's'' Prologue is a tutorial integrated with the plot, establishing character and over-arching motivation for the rest of the story. Practically every element of the rest of the game is smoothly introduced in justified contexts.
* In ''VideoGame/TalesOfTheAbyss'', Luke has no idea how to buy and sell things, due to living a sheltered life on his father's estate. HilarityEnsues when he grabs some food from a shop early in the game, not knowing that he has to pay for it. Van Grants, who is Luke's sword master, delivers the battle tutorial early in the game. While it's completely justified, it's awkward to hear [[spoiler:the final boss]] talking about "attack buttons" and "the Artes menu."
* ''VideoGame/RaidouKuzunohaVSTheSoullessArmy'':
** The game opens with your main character, an up-and-coming rookie summoner, being tested by the watchers of the Kuzunoha clan. Each test shows the player how to fight, summon, and capture demons. When the test is over, your character has the right to claim the title of "Raidou Kuzunoha the 14th" and become a full-fledged Devil Summoner.
** In ''King Abaddon'', Raidou must take the test again to prove that he is still up to the task of being the Capital's resident summoner. Not only does it teach/refresh the player about combat basics, it also gives you a crash course on the new features in the game, such as summoning two demons and using the dodge roll and triangle button attack.
* The opening mission of ''VideoGame/MightAndMagic VII'' was meant to function as one of these, and beautifully so since it doesn't seem contrived or forced (it gets a lot of mileage out of having the characters be new visitors to the isle, opening for covering asking about the purpose of building types as asking where they are in this little town). New players will spend enough time hanging around [[NoobCave Noob Island]] to learn the ropes of the game, while veteran players will either have fun blasting through it in a few minutes flat or try to wrestle a DiscOneNuke out of the island's resident dragon.
* In ''VideoGame/VampireTheMasqueradeBloodlines'', you are a just-Embraced vampire. The tutorial is framed as an older vampire, Jack, taking pity on you after you're kicked out of the building and teaching you how to cope with your new status as a member of the [[TabletopGame/OldWorldOfDarkness World of Darkness]]. It then gets interrupted by a faction of enemy vampires attacking; this faction is a recurring antagonist throughout the game and you get some handy tips about their methods, so you also get a quick introduction to the combat system. You also get a free lockpick. It's actually very well-integrated, and if you don't want to take the tutorial, you can tell him so early on and either shut him down entirely, or get a thirty-second rundown on the basics. The latter half of the tutorial is even tailored to take into account which Disciplines (vampire powers) your character possesses.
* In Episode 1 Chapter 2 of ''VideoGame/PhantasyStarUniverse'''s Story Mode, Karen teaches Ethan about forming parties and how mission points are earned. It's done fairly well, presenting a plausible in-universe system that justifies several gameplay mechanics that come up during online play.
* ''VideoGame/DarkSouls'' has one of these. It's you in a neglected, derelict prison scrounging around for any available weapons and gear and an escape, trying to deal with the few other escaped prisoners, and the Asylum Demon. the tutorial is rather brilliant. it teaches you the basic controls and subtly shows you that the direct option is not always the best. unless you want to wail on the Asylum Demon with your straight sword hilt and get stomped, you need to run from a scripted fight, explore your environment for tools, and talk with [=NPCs=] to learn more about the world, your goals, and get free stuff.
* ''VideoGame/AlphaProtocol'' presents the tutorial as a "surprise" evaluation scenario to see how quickly [[PlayerCharacter Mike]] recovers from heavy sedation (necessary to ship him to Alpha Protocol's secret base), and how he reacts to unexpected events (violently). They're followed by more overt tutorials from the initial MissionControl characters to make sure he's up to speed on the tools Alpha Protocol uses. If [[CharacterCustomization Mike is a veteran]], they're double-checking that his capabilities line up with his credentials, while if he's a rookie they have to make sure he can learn.
* ''VideoGame/MassEffect2'' starts off with Commander Shepard [[spoiler:being brought back from the dead and]] awakening in an unfamiliar space station. [[VoiceWithAnInternetConnection Miranda]], Jacob, and Wilson merely guide the way for Commander Shepard through the station, as they're perfectly aware that Shepard knows how to handle combat. The first mission on Freedom's Progress also includes a brief tutorial for ordering squadmates to position in preparation to fight a heavy mech.
* ''VideoGame/MassEffect3'' likewise begins with Commander Shepard escaping [[spoiler:the Reaper invasion of Earth]] with Anderson, who orders Shepard to follow him and take out any hostiles in their way. The game's expanded melee combat system is introduced once Shepard runs out of thermal clips. The mission on Mars also introduces the player on moving between cover when Shepard has to run past an automated turret.
* The "tutorial"--a big mess of darkspawn and one pissed-off ogre--in the first five or ten minutes of ''VideoGame/DragonAgeII'' is [[UnreliableNarrator Varric]] at his finest. When Cassandra tells him to knock it off and tell the truth, the gameplay shifts into normal mode and the battles become harder to fight.
* The player in ''VideoGame/FantasyLife'' is new to any job it ends up taking and will be instructed by a master.
* ''VideoGame/LufiaIIRiseOfTheSinistrals'' and ''VideoGame/LufiaTheLegendReturns'' have characters who bring the hero to a simple dungeon to teach them about dungeon obstacles and solving puzzles.
* ''VideoGame/LufiaCurseOfTheSinistrals'' gives tutorials for characters' special abilities by having the characters themselves explain how their abilities can be used to overcome whatever obstacle the heroes have come across.
* In ''VideoGame/GoldenSunDarkDawn'', the Djinn tutorial is given by Isaac, the hero of the previous game.
* In several games in the ''Franchise/ShinMegamiTensei'' series, the protagonist is a fresh rookie to the world of demon summoning and hunting, and as such needs to be taught the basics of how to fight and how to get demons to join them.


[[folder: Simulation Game ]]

* The game ''VideoGame/TachyonTheFringe'' has a unique approach to this. Your character, already a good pilot, is supposed to evaluate a new training officer by letting her train you. During this mission (which is entirely optional), there is a malfunction, and the training satellites start shooting at you, providing you with some combat experience. This gets turned into a BrickJoke when TNS News reports that the training officer later saved her students when the same thing happened again later.
* The ''VideoGame/FreeSpace'' series has two takes on this. In the first game, you're handed a fighter and a peashooter and have live-fire training with a tutor. In the sequel (32 years later in the continuity) live training has been phased out and you're put into a 'Training Simulator Module.' The stern but fatherly instructor has been replaced by a pre-recorded, overly enthusiastic AI. In both cases, you are given an option on the Briefing Screen to skip the tutorial if you already know how to fly a space fighter.
* ''Franchise/StarWars: VideoGame/TIEFighter'' justified things (at least story-wise) with the player character (at least according to the book) getting to be a full-time pilot instead of a starfighter mechanic after he [[spoiler:jumped into a TIE fighter and fended off four Rebel starfighters attacking an Imperial admiral's shuttle]].
* Averted in ''VideoGame/SteelBattalion'', which features a "tutorial" stage that is intended to emulate the very beginning of ''Anime/MobileSuitGundam''. After being told you will receive months of simulator training before even being allowed near the cockpit of the HumongousMecha, a well-timed attack by the enemy occurs, and your main character says he will just use the manual to pilot it. The game is not only saying this for effect: It actually expects you to use the manual for the first, and likely subsequent, stages. However, the buttons you must use to start your mech's engine ignition are lit up on your forty-button controller in the order they should be pressed in. Just don't play the game, if you're starting out, in front of a friend who is well-versed in the basic fundamentals of mech piloting, unless you have very considerate friends. You don't get very much help at all otherwise, which is great for immersion but bad if you fail to notice the blinking buttons in your lap.
* ''VideoGame/MicrosoftFlightSimulator'' starts you out with training missions, with your co-pilot explaining all the controls (and unavoidable things like 'press F2 to do this' the first time it comes up). Later missions assume you know what you're doing and leave you to it.
* The player character of ''[[VideoGame/NavalOps Warship Gunner 2]]'' is a freshly-minted navy officer and the first few missions are a {{flashback}} to his basic training. A later tutorial runs him through the basics of submarine navigation.
* Each ''VideoGame/HarvestMoon'' features different characters, and most of them are newbie who have just gotten into a farmwork. Players from ''VideoGame/RuneFactory'' have amnesia, plus they're instantly put into a farm for almost no reason.
* The ''VideoGame/MechWarrior'' games since ''2'' have tutorials available, with varying levels of justification, almost always optional.
** In ''2'' and ''Ghost Bear's Legacy'', the tutorial is an optional training zone as overseen by a bitter, cranky instructor. Since you're playing a member of the [[ProudWarriorRaceGuy Clans]] who believe fully in TrainingFromHell, these exercises are live-fire, explaining why you can actually die in the tutorial. Accepting a tutorial presumes that you are still a trainee, though there's no real explanation for why you can choose to return to them even after you have advanced to a high rank and ''still'' get treated like dirt.
** On the other hand, the tutorial in ''2: Mercenaries'' is an optional, unrepeatable starting campaign that is offered to any mercenaries who want to take part as a sort of "universal basics" course. In keeping with the mercenary theme of the game, you get paid to do it, but you also have to pay for your own repairs if you manage to break anything as well as not die, because the tutorial still a military campaign with the intent of fighting pirates.
** The tutorials for ''3'' are cast as classes for new recruits to the Eridani Light Horse mercenary unit, which, while understandable, is still odd since it goes over basics that even the greenest Mechwarrior should already know in-universe.
** The tutorial for ''4'' has you playing your hero as a cadet, and thus actually learning the functions presented in a somewhat logical fashion--he's getting his first 'Mech and they have to teach him how to use it. ''Black Knight'' does it as a sort of hiring test for the mercenary Black Knight Legion. ''4: Mercenaries'' changes it up somewhat by having the tutorial act as some kind of required formality for registering and activating a mercenary company (presumably the registry service wants proof you at least know what you're doing with that 'Mech). Your DeadpanSnarker main character will constantly take verbal potshots at the inanity of the process the whole time.
** ''Mechwarrior Online'''s tutorial is cast only as a basic firing range with neither instructor nor objectives--just a bunch of inert 'Mechs standing around on one of the game's various maps, allowing the player to try out the basics of control on their own. Guided lessons are given via internet videos. Anything more advanced than moving, attacking, and reading your displays, however, is going to be learned the hard way.


[[folder: Sports Game ]]

* The first few missions in the Neighborhood in ''[[VideoGame/BackyardSports Backyard Skateboarding]]'' are like this.


[[folder: Stealth Based Game ]]

* Three of the four games in the ''VideoGame/{{Hitman}}'' series (''[[VideoGame/HitmanCodename47 Codename 47]]'', ''[[VideoGame/Hitman2SilentAssassin Silent Assassin]]'', and ''[[VideoGame/HitmanBloodMoney Blood Money]]'') use this trope. In the first, Agent 47 is walked through the basics of being an assassin by the mysterious [[MadScientist Dr. Ort-Meyer]] as he escapes from an asylum; in the second, 47 tromps through some ruins to get back in practice after having temporarily retired from his trade; and in the fourth, the tutorial mission is placed in the context of a simple hit 47 is carrying out on a carnie. Curiously, the third game in the series, ''VideoGame/HitmanContracts'', dispensed with the in-game tutorial in favor of a weird, shadowy dreamscape where 47 could go to brush up on his firearms and stealth skills; however, considering that ''Contracts'' was a fever dream/extended flashback 47 had as he lay dying from a gunshot wound, this was entirely appropriate. Although ''Contracts'' did have a series of hints and instructions flash up on the screen in its first mission.
* ''Franchise/AssassinsCreed'':
** The ''VideoGame/AssassinsCreedI'' tutorial is actually quite seamlessly integrated into the game, as Desmond is being taught to use videogame-style controls to operate the Animus.
** In ''VideoGame/AssassinsCreedII'', the player still controls Desmond, who knows how the controls in the Animus work (which is like a video game). So instead of having ''him'' learn again the game will feature multiple points in the new Assassin's life, allowing a Fallout 3-like tutorial that will teach the player the controls. Specifically, the gameplay mechanics are introduced in the first two chapters as part of Ezio's life; for example, the first story memory has Ezio fist fighting on a bridge (to teach melee basics), then when Ezio goes to beat up his sister's cheating boyfriend grabbing is introduced, and more advanced moves are introduced in the second chapter when Ezio undertakes combat training at his uncle's request.
** In ''VideoGame/AssassinsCreedBrotherhood'', Ubisoft assumes that most players are already familiar with the basic controls, so you're cast into the plot straight away with only basic on-screen prompts to guide you.
** ''VideoGame/AssassinsCreedIII'' introduces you to tree-running and hunting with the conceit that Connor is teaching his friend.
* The optional tutorial in ''VideoGame/ThiefTheDarkProject'' is a flashback to Garrett's training as a child just taken from the street, and in it he's given simple tasks to do the way he chooses. ''VideoGame/ThiefDeadlyShadows''' first level is a heavy-handed, mandatory tutorial where Garrett has to follow the blue footsteps on a routine job. The drop in tutorial justification subtlety is staggering.
* The first level of ''VideoGame/SplinterCell'' involves Sam 'calibrating' his experimental new suit. The [=button/action=] prompts appeared on the HUD, and the in-universe action prompts were over the radio. The sequels dispensed with the "calibration" entirely.
* In ''VideoGame/SyphonFilter: Dark Mirror'' the player character (Logan) is stated as giving the new training a test run to give his opinion of it. He even tells the trainer to treat him like a new recruit and several times during the training has to remind the trainer, who says things like, "But, you know all this already." that he needs to be treated like a new recruit if he is to properly test the training.
* ''VideoGame/MetalGearSolidPeaceWalker'' begins with Snake joining in on an ongoing training session with members of his mercenary team. The drill sergeant proceeds to explain the nuances of the controls ([[LampshadeHanging with particular emphasis on things that have changed,]] such as the inability to crawl in this game) after which the [=player/Snake=] 'demonstrates'.
* ''VideoGame/MetalGearSolidV'' opens with Snake waking up from a 9-year coma, so he's understandably disorientated. The Prequel ''Ground Zeroes'' doesn't have any tutorial, as Snake is a seasoned soldier by that point.


[[folder: Survival Horror ]]

* The opening of ''VideoGame/SilentHillDownpour'' has Murphy beating a child molester to death with a knife and a baseball bat in order to teach the player the combat system. It's justified because [[spoiler:it's a major plot point]].
* ''VideoGame/FiveNightsAtFreddys3'' utilizes Night 1 as a tutorial level to explain the now radically different gameplay system, as well as to showcase that not all the jumpscares are an instant GameOver in this game (a first for the series). In fact, since the actual animatronic isn't even there yet, it's actually ''impossible to lose Night 1''.


[[folder: Table Top Games ]]

* Quite a few table top games - whether role-playing games, war games, or board games, have a simplified level for a scenario which is explained in universe as an actual event.
** SpaceHulk in its original table top incarnation and re-releases, as well as its 2014 video game incarnation, uses this trope for the Space Marine player. A campaign consists of a series of missions, and the campaign is designed to start with minimal mechanics and then add a new complication each subsequent mission.
** Paizo, producers of TabletopGame/{{Pathfinder}}, released the Beginner's Box, which includes a sample adventure with a backstory. It is a well-crafted tutorial, with pregenerated characters and a simple set of encounters culminating in a very "gamey" final boss. Every encounter teaches the players one new idea, such as saves, skill checks, basics of combat, and so on. It provides the GM with the map for the encounter and every token to run the encounter as written.
** Not to be outdone, with the 2014 release of the fifth edition of TabletopGame/DungeonsAndDragons, Wizards released a similar Starter Set with a beginner's adventure, though it is not quite as playable out-of-the-box.
** Creator/GamesWorkshop has had a series of introductory battles for their flagship products, TabletopGame/{{Warhammer}} and TabletopGame/{{Warhammer40000}}. These will invariably include a few neat minis from two factions, a history of the battle the set is meant to represent, rules for running the battles, and so on. As of early 2015, these boxed sets still prove to be popular sellers not just as a beginner's box, but also for their actual contents.
** The 1st through 3rd edition sets of TabletopGame/{{GURPS}} included a simple programmed solo adventure ''All in a Night's Work'', guiding the player through the basic game concepts as they played a thief [[ProtagonistCenteredMorality breaking into a house.]]


[[folder: Third Person Shooter ]]

* ''VideoGame/GearsOfWar'''s tutorial involves your newly-released-from-prison veteran soldier taking the long way through the prison blocks to get back into shape and shake out the cobwebs. The sequel has you training the squad's rookie. Unique in these tutorials is that both are integrated into the gameplay and are skippable depending on the choice you make. The first game allows you to fight enemies along the way with either path you take, as the whole jail-break is merely the prologue to the rest of the game.
* In ''VideoGame/SecondSight'', the second level (as the first is more of an OntologicalMystery introduction to the plot than anything else) sends the main character-- a parapsychologist accompanying a team of commandoes as a consultant-- through an obstacle course, in order to learn useful stealth and marksmanship strategies.
* Played with in ''VideoGame/EatLeadTheReturnOfMattHazard''. The tutorial is optional in the first level, and Matt, whose MediumAwareness and GenreSavvy are his defining traits, will actually comment on the tutorial, from mocking the very basics found in every third-person shooter to complimenting new wrinkles that will help him survive.
* In ''VideoGame/DeadSpace'', the enemies don't bat an eye at head shots or even outright decapitations like in most shooters; they're vulnerable to "strategic dismemberment" instead. In the opening phase of the game, expect no less than five direct messages, from blood-scrawled advice on the walls left by victims who learned it too late, to [[HeKnowsAboutTimedHits your own suit's holographic info display,]] to audiologs left by the crew, telling you in no uncertain terms to ''cut off their limbs.''
* ''VideoGame/DeadSpace2'' has a video log telling you you can rip the blades off dead necromorphs and shoot them at living ones. The same video turns up in ''VideoGame/DeadSpace3,'' this time being sent to your colleges to help if they run out of ammo.
* ''VideoGame/{{Gun}}'' has some nice twists on the tutorial. The walking and shooting part is done by your father, who is generally kind of an asshole who doesn't think anyone is as awesome as he is. So everything is 'Do this, do that, don't do that'. The horse riding and shooting part is done by a genial shopkeeper/betting man who is actually pulling a delaying tactic so his friends can ride up and kill you for your free ticket to a whorehouse.
* Inverted in ''VideoGame/StarWarsBattlefrontEliteSquadron'', as the optional tutorial level in campaign mode consists of X2, the protagonist, retraining existing clones.
* ''VideoGame/TransformersFallOfCybertron'' starts you off as Bumblebee. The tutorial is set up as events unfolding on the Ark while the Decepticons are raiding it. For example, testing the camra is Ratchet testing your optics after a concussion, and using the dash to avoid getting burned.


[[folder: Turn Based Strategy ]]

* ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyTacticsAdvance'' starts off with the protagonist moving from a really warm climate to a new school in the winter. Right before being TrappedInAnotherWorld, the other kids teach him how to have a snowball fight, which happens to precisely mirror the combat system employed in the MagicalLand he is about to be transported to. Then he gets a second battle shortly after arriving in Fantasy Ivalice to explain the Law system.
** ''VideoGame/FinalFantasyTacticsA2'' doesn't have Luso learn how to fight in his world. When he gets thrown into the Final Fantasy Ivalice, he lands in front of a huge Cockatrice and has to join Cid's clan in order to not die. Since Luso never used weapons and doesn't know how battles work, Cid teaches Luso how to attack, but strangely enough, also tells him how to "move" and end his turn. Even the Black Mage and White Mage tells Luso about other factors such as how to use magick (which is odd since only they can use magick at this point and Luso knows no abilities) and how speedier units generally go first.
** The original ''VideoGame/FinalFantasyTactics'' has an interesting variation. There is no integrated tutorial and the game itself leaves you to figure out the basics mostly by yourself (subtly guided by the way the game sets up each story battle). However, there is an optional tutorial mode. The reason that's a variation of this trope is because, despite being optional and acanon, it features an actual character who is referenced several times in the main game, but who only appears in this mode--the instructor Darlavon, who teaches new military recruits all of the basics. The academy he teaches at is also the one the main character went to, so it stands to reason that Ramza received his lectures off-screen.
* In ''VideoGame/FireEmblemTheBlazingBlade'', the player character is presented as an apprentice tactician, who is travelling the world to study military strategy. As such, the first third of the game is a tutorial, in a small story separate from that of the main game. The player is taught about the game's mechanics as they appear in the levels.
* ''[[VideoGame/NintendoWars Advance Wars]]'':
** The game has a whole tutorial campaign with Orange Star Chief CO Nell explaining most of the game in a series of fights against the invading Olaf. The real campaign picks up right after with Andy, who is a new CO that justifies every additional explanation or repetition. The later games instead have the tutorial during the first couple of missions in the campaign.
** ''Dual Strike'' justifies explaining new units in various ways. The enemy commander Kindle condescendingly reminds her soldiers how to use Black Boats (whom she views as morons, thus instructing the player by extension), the Megatank is a new invention of Green Earth that Orange Star needs briefing on, and the Stealth Unit is fresh out of R & D that ''no'' commander has ever seen before.
** ''Days of Ruin'' features Will, who before the world-destroying meteor strike was a student at the Rubinel military academy. Since he obviously didn't get to finish school, almost everything about the combat system needs to be explained to him- and, by extension, the player.
* Creator/NipponIchi occasionally justifies the use of tutorials.
** ''VideoGame/DisgaeaHourOfDarkness'' has Laharl waking up after oversleeping for two years, so his mind and body need a bit of a workout.
** ''VideoGame/Disgaea2CursedMemories'' has Rozalin, who is a princess and obviously has no battle training at all, being given a crash course in fighting by Adell.
** ''VideoGame/Disgaea3AbsenceOfJustice'' has Mao's butler Geoffery handling the tutorial like he does [[CrazyPrepared all the time for his master]] along with plenty of {{Lampshading}} and overly polite snark.
** ''VideoGame/Disgaea5AllianceOfVengeance'' has Seraphina learning from Killia as [a] Seraphina has no idea how to fight, [b] her Prinnies all got annihilated and [c] Killia threatens to abandon her if she refuses. The Geo Symbols tutorial later on has Red Magnus join in on the fun.
** ''VideoGame/MakaiKingdom'' has pre-transformation Zetta duke it out against Raiden and some mooks, and he mentions that he's mumbling to himself. You're also given the option to ignore it completely.
** ''VideoGame/PhantomBrave'' starts with a still alive Ash fighting off several enemies just to show the basics. When the game starts proper, you still have to sit through a few fights' worth of lessons regarding confining, lifting and throwing.
** ''VideoGame/LaPucelle Tactics'' has Sister Alouette teach Prier and Culotte the basics, because Prier is a very bad student.
* ''VideoGame/XCOMEnemyUnknown'' has a stellar example with the tutorial mission, utilizing Central Officer Bradford as a way to teach the player about cover, attacking, grenades... and just how stupid it is to blunder into unseen space with the very last soldier on your squad, since only 1/4 of the soldiers on that mission survived it. While the tutorial is entirely optional (if disabled in the Settings, it is replaced with a standard non-scripted mission), it does provide some interesting {{Foreshadowing}} for the alien species to be encountered in the future. ''Enemy Within'' has its own optional tutorial mission meant to teach the player how to find and collect the new [[GreyGoo Meld]] substance. Unlike the original tutorial, this one is not fully scripted, as all it really requires you to do is get the Meld canisters.


[[folder: Visual Novel ]]

* Every ''VisualNovel/AceAttorney'' game does this with its first case.
** For ''VisualNovel/PhoenixWrightAceAttorney'', the first case is Phoenix's first case as a lawyer, with his mentor and boss, Mia, showing him the ropes.
** ''VisualNovel/PhoenixWrightAceAttorneyJusticeForAll'' has Phoenix get amnesia from being clunked in the head, so his client must explain what he's supposed to do.
** ''VisualNovel/PhoenixWrightAceAttorneyTrialsAndTribulations'''s first case is a flashback to Mia's second case - it had been a year since her first one, so the reasoning is that she doesn't remember how the court works very well.
** And with ''VisualNovel/ApolloJusticeAceAttorney'', it is again Apollo's first case with his mentor explaining how everything works.
** ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' doubles up on this - it's both Phoenix's second case after regaining his law license (and so he's still a bit rusty), as well as new partner Athena's second case. This allows for the player to not only get taught the game mechanics, but also how Athena's psychoanalysis system works.
** In ''VisualNovel/PhoenixWrightAceAttorneySpiritOfJustice'', the first case is in the Kingdom of Khura'in, who for years had a legal system with no defense attorneys (their verdicts rely upon mystic oracles, and any defense attorney who fails gets put to death). Thus, Phoenix has to explain things like cross-examination to the court.
** In ''VisualNovel/AceAttorneyInvestigationsMilesEdgeworth'', Edgeworth has to explain his methodology to the [[InspectorLestrade eternally clueless]] Detective Gumshoe and sighs dramatically when Gumshoe attempts to explain the court record to him.


[[folder: Wide Open Sandbox ]]

* ''VideoGame/GrandTheftAutoSanAndreas'' has the tutorial sections slowly spread out throughout the game. Melee weapons are taught when you and an ally decide to go bust up a crack house, shooting when you visit a back-alley gun dealer, turf wars when Sweet enlists you to reconquer some lost territory, etc. You also have to do the pilot school before you can access the piloting missions (or legally enter the airports at all). Doesn't quite work out when the piloting school is only defeated through trial-and-error, as the starter prop plane will stall if the player goes too high. FridgeLogic ensues when you begin to ask yourself: What kind of demented pilot test is your PC being forced through? What average pilot would need to know how to do a loop-the-loop or barrel roll? Or ''how to blow up moving trucks from an aircraft?''
* ''VideoGame/ScarfaceTheWorldIsYours'' does this with a flashback to the character's military training in Cuba. Then the first level starts at the stairs in the mansion... Later on, a completely within-the-Fourth-Wall (if slightly [[LeaningOnTheFourthWall leaning on it]]) conversation between Tony and two Vice cops establishes the [[KarmaMeter Heat system]].
* ''VideoGame/SaintsRow''
** ''VideoGame/SaintsRow1'' has "The Playa" being newly initiated into the Third Street Saints, so the more experienced members of the gang will teach him (and the player) how to do things.
** ''VideoGame/SaintsRow2'' has "The Playa" waking up from a five-year coma in prison, so a fellow inmate suggests a prison break where they can either sneak out via the roof (which walks the player through a basic tutorial) or charge out the front (skipping the tutorial).
** ''VideoGame/SaintsRowIV'' takes place almost entirely in a virtual simulation of Steelport, so tutorials are justified because it's basically a video game within a video game.
* ''VideoGame/LittleBigPlanet'''s first area is. It's the garden where the king and queen teach you how to play. It's just a easy level with text bubbles popping up telling you how to do X. They're skippable.
* ''VideoGame/SleepingDogs'' teaches the player the ropes of the game's shooting mechanic via a forensic re-enactment of a crime scene.
* ''VideoGame/MiddleEarthShadowOfMordor'' uses Talion training his son to fight and sneaking up on his wife to give her a gift and kiss to teach combat and stealth mechanics.


[[folder: Fanfiction ]]

* The ''VideoGame/FinalFantasyVII'' fanfiction ''[[http://www.fanfiction.net/s/394020/1/The_Zors_Pizza_Chronicles The Zor's Pizza Chronicles]]'' has the characters having to explain battle mechanics to an incompetent boss. "Hey, that didn't do any damage!" "That's because I'm wearing a fire ring. I'm protected from fire." "This is confusing!" "Look, lets try again some other time, okay? Besides, you're already dead." (''Character looks at his hit points'') "Damn. Well, I'll be back!"