Nintendo DS: The microphone has detected bursts of profanity. Would you like to skip this incredibly long tutorial?
Gabe: Yes! A thousand times yes!
Nintendo DS: Before you can skip the Tutorial, you will need to complete the Tutorial Skipping Tutorial.
So, you start up a new game, choose your difficulty, skip the opening cutscene because you've seen it a hundred times, and it's time to...
Play the tutorial.
Why are there forced tutorials in video games? Perhaps manuals do not exist, or even if they do, everyone knows hardly anyone ever reads the damn things anyway. Therefore, it is a good idea to have an in-game tutorial to teach first-time players how to play. As for why the game would force players to do it, well... do you really think someone who refuses to read a manual would choose to play an optional tutorial? Especially if they're a Know-Nothing Know-It-All who would subsequently blame the game developers for "not explaining" the game's mechanics or features? Maybe the game is made for very young children, who possibly don't even know how to read yet and would actually need this type of thing. Or maybe the writer just crammed most of the exposition into the Justified Tutorial, and he'll be damned if he's just going to sit back and let you skip past all his hard work. Either way, Thou Must Do the Tutorial, for the 15th time. Might include Shall I Repeat That? and He Knows About Timed Hits.
- The Legend of Zelda:
- In The Legend of Zelda: Ocarina of Time:
- Navi has this problem, and goes as far as giving the same advice on multiple different occasions. It worsens in the 3DS Master Quest version, as Navi will put you through the tutorials again and you have to beat the normal game to do it. And you have to deal with all of the cutscenes too.
- Kaepora Gaebora. His dialogue is automatically triggered when you walk near him, and he's usually positioned so that you have to do so, forcing you to listen to him ramble about stuff you already know or don't care about, and the text scrolls slowly and painfully, and he always ends his monologue with a Shall I Repeat That?. You can skip large chunks with the A button... but he always ends with you saying "Yes" so you have to be careful.
- The Wind Waker has the sword training section with Orca, and the interrruptions Tetra makes during your exploration of Forsaken Fortress.
- Also occurs in Twilight Princess, where you have to learn everything including fishing, goat wrangling and swordplay in your home village. Also, the game forgets that it already taught you what the different-coloured Rupees are worth when you turn it off. Every single time you boot up the game, you'll have to go through the Item Get! routine again and again the first time you pick up each colour of Rupee other than green. This was fixed in the Updated Re-release for the Wii U, to the relief of many.
- In Phantom Hourglass, you're playing the exact same Link from The Wind Waker and you still have no choice but to re-learn sword play
- Often played straight in Skyward Sword, but averted in Hero Mode, where characters early in the game will point out that you're playing in Hero Mode and ask if you want to hear what they have to say. It also lets you skip a long Info Dump by Yerbal the Kikwi hermit later in the game.
- In most The Legend of Zelda games, the first time Link acquires an item, the game will force the player to sit through a description of the item. The compasses in Link's Awakening might be the worst about this. Picking one up requires sitting through a long, tedious message explaining what it does, painstakingly introducing the new feature of playing a sound whenever there's a key hidden in the room. This message takes up multiple text boxes, and it appears every single time you pick up a compass, regardless of how many times you've seen it before.
- In Four Swords Adventures, every time the Links acquire an item, the game explains its purpose regardless of whether they have posessed that item before, which can add frustration. The same applies every time you get an item you haven't gotten yet in that level in Four Swords.
- In The Legend of Zelda: Ocarina of Time:
- In Star Fox: Assault, characters will constantly tell you how to defeat bosses in the very same messages.
- Star Fox Adventures starts with a tutorial area featuring Krystal, including having to destroy the propellers of a ship while having unlimited hit points and unlimited ammunition. The game also has a cutscene every time you acquire a new item, giving a description of the item (even if you get the same of item more than once through the game).
- Mega Man Legends starts with Mega Man being stopped whenever he needs to be given tutorial advice. It is especially annoying when he is told that there should be a door near him when it is two yards in front of him, and you can't skip it in either of the New Game+ playthroughs either.
- The Boktai series is pretty painful with this across the board. Even though the New Game+ is a major selling feature of the game, you'll still need to have Master Otenko freeze the action every playthrough to explain what a Bok or a sign is. The fourth game in the series, Lunar Knights, is particularly bad at this with two protracted and unskippable tutorials: one for each character.
Remember, all it takes to scroll is just moving your scroll bar up or down by grabbing it with your mouse, but you can use the arrow keys or scroll wheel if you so prefer.
- Astro Boy: Omega Factor opens with a skippable Auto-Pilot Tutorial, but if you do skip it the game abruptly cuts the story straight to Stage 1 and you miss the powerup for Prof. Ochanomizu's Omega Factor entry until much later. The tutorial is also, for arbitrary reasons, the only place Astro can ask the professor about Dr. Tenma in an optional sidequest in the game's second loop.
- Most Dynasty Warriors games avert this and go for a trial-by-fire, for the better given the simplicity of the series. But Dynasty Warriors Online has a massive hand-holding tutorial that goes as far as giving a required twelve minute long mission for not just how to capture bases but every possible permutation of bases that can be captured. You'd think the objective "Defeat the Officer" popping up would be self-explanatory...
- What makes this even better? If you do well enough on the first tutorial, you skip the rest. To clarify, the first tutorial teaches you things any veteran DW player would know (who will probably do well enough to skip the rest of the tutorial), while the rest teaches things exclusive to the online version. It's completely possible to complete the tutorial before you are taught flasking, an absolutely vital thing to know if you have plans on winning matches.
- The first third of the first level of MadWorld is a tutorial wherein Jack is given basic killing instructions by Agent XIII. You have to play through this every time you play the level (even for challenges), and if you kill the mooks in a non-instructed way, XIII gets pissed and makes you redo it. Your score from the tutorial doesn't even carry into the level proper. On the plus side, the level's challenges are all designed so that the tutorial doesn't ruin them, and while your score doesn't carry over, your kills do.
- This all changes once you've beaten the game at least once, though; XIII doesn't instruct you anymore, and your score from the first area does transfer over to the next one. And if you're lucky the enemies will spawn indefinitely, meaning with patience and imagination you can rack up insane points before really starting the stage.
- Rune Factory 3 starts off by teaching you the different furniture in your house, first with the item storage box. Then the refrigerator (for clarification, the item storage box, but for food). Then the calender, then the diary, and then the bed. One has to wonder if Shara confuses amnesia with too few memories to live.
- The Spider-Man video games based off of the Spider-Man Trilogy movies have forced tutorials with a narrator that actually insults the player's skill, regardless of the player's actual skill. The fact that the narrator is none other than Bruce Campbell softens this somewhat.
- Eternal Card Game, upon starting up the game for the first time, immediately throws you into a tutorial fight. You have to go through several battles just to get access to the main menu.
- Hearthstone: When starting a new account, you'll have to go through a fairly lengthy tutorial against 6 bosses as Mage. Even after you're finished that, you have to unlock the other eight classes by playing against the Innkeeper.
- The first Driver began with an unskippable tutorial that had you doing driving tricks in parking lot. You couldn't start the game without proving you could do some nigh-impossible turns in a tight time limit with other cars as obstacles, none of which are useful in the real game.
- Burnout 2: Point of Impact and earlier force you to complete a series of tutorials before you can get to your first race, while Burnout 3: Takedown had videos for the Race and Crash modes.
- DJ Atomika in Burnout Paradise will interrupt your driving every minute with a tutorial lecture. No, he will not stop helping you until he's gone through everything (or least until the game runs out of unique recordings of him).
- Need for Speed Rivals forces players to drive around a small portion of the map doing easy missions early on until they're done, with video tutorial interruptions. After that, they are free to go anywhere in Redview County.
- The Call of Duty series plays with this concept. The first game has a traditional obstacle course and firing range. In Call of Duty 2, the player is a newly-drafted Russian infantryman literally just off the truck. The tutorial consists of shooting plates and bottles in a makeshift shooting range, throwing potatoes into a destroyed building's windows for grenade practice ("Because real grenades are valuable! In fact, they are worth a lot more than you are!") and destroying a German armored car which has just entered the area. Call of Duty 4 has the player run through a killhouse modeled after the first real level.
- The tutorial mission of Modern Warfare 2 is justified in-story: the first part is a shooting range where you're showing the local militia how to aim and shoot properly. The second is an obstacle course, which you must go through as a demonstration, because a general is hoping to recruit someone into his task force.
- Perfect Dark Zero puts you through a VR simulated training mission, which later becomes a real mission.
- Far Cry 3: Blood Dragon your friend Spider forces Rex (as well as the player) to go through a tutorial. He is none too pleased. The tutorial itself lampshades the annoyance factor.
Rex: "I fucking hate tutorials. And this one is terrible."
- The 1999 Alien vs. Predator game puts the player through a tutorial for each campaign: a long, slow-paced tutorial that goes over common mechanics all three times (e.g. moving and looking).
- Borderlands 2 puts you through the mission "My First Gun" for every character in both Normal and True Vault Hunter Modes. Ultimate Vault Hunter Mode skips to "Cleaning Up the Berg."
- Borderlands: The Pre-Sequel!:
- The game includes a sequence in Concordia where you are taught how to use the Bank, the Transfer Stash and Crazy Earl. This is a very lengthy sequence involving loads and loads of talking and standing around waiting for things to happen in a game series known for constant and frantic action. While semi-justified on the first playthrough, the sequence plays out exactly the same in both True and Ultimate Vault Hunter Mode when most players can play with their eyes closed by that point.
- At the beginning of the game, Jack advises you on using vending machines to heal yourself and refill ammo. He does this on True and Ultimate Vault Hunter as well, when you really don't need to be told again, drawing out an already lengthy sequence.
- WarioWare: D.I.Y. forces you to finish the first of three tutorials before you are allowed to start making games. Luckily they are quite humorous.
- PlaneShift qualifies, but only on your first character with a given account. There's a limit of four characters per account, so if you want to have five or more characters, you have to do the tutorial again for another set.
- Guild Wars Prophecies forces every new player to go through a set of quests intended to introduce them to basic mechanics before allowing them to transition into the game proper. Factions and Nightfall condensed the more basic elements into skippable intro zones but then included tutorial elements to the first Mission.
- Final Fantasy XIV has an unskippable tutorial section whenever you play as a new character. You're forced to learn how to talk to NPCs, how to start and turn in quests, and other odds and ends. The tutorial will apply even if your account has a character that already went through the tutorial and by extension, the player already knowing how the game basics work.
- Star Trek Online zigzags this trope. Normally, after going through a faction's tutorial the first time, you can skip it and jump into the main game. However, during any of the game's Recruit Drive events, you're forced to participate in the tutorials, though this is an Enforced Trope because there are events you need to do to trigger being part of said event.
- Sonic Heroes has the tutorial level automatically inserted at the beginning of Team Rose's storyline.
- Considering there was already an optional tutorial...
- Worse case in the pseudo-sequel. Shadow the Hedgehog has no regular tutorial, but keeps telling you the game's controls up to and including the last level of the game.
- The Angry Video Game Nerd Adventures has the first level be a tutorial by Naggi (pronounced "Naggy" as in "One Who Nags") as a parody of other such tutorial levels. This is complete with the Nerd angrily telling Naggi that he's played this sort of game for years and that he doesn't want her help. Of course, in far more colorful language...
- Played with in Jak II: Renegade. The first stage is your usual in-game tutorial (of the "escape from prison" variety), but it's integrated into the actual game in a way that you don't notice it... perhaps because you don't have to perform the actions Daxter tells you, they're just told to you very conversationally in spots where you'd likely do them anyway, but you're totally free to just do the escape like he's not even talking.
- An interesting case occurs if you begin a Mission using the Mission Select, as it starts you at a certain point in the game without the Health Pack dialogue flag being triggered, since it only plays when you break a crate with one inside and you technically haven't done that yet in the new save. This can lead to strange moments where Daxter will explain to Jak how Health Packs work in the final level of the game.
- de Blob does a lot of hand holding, at least early on. Example: could you guess that a big blue sign stating "30" would require 30 paint points and a blue blob to activate? Too bad, the game will tell you this before you get a chance to prove your brilliance.
- Steamshovel Harry gives you 15 minutes to save the earth; and that's how long the tutorial takes.
- In Crystal Caves, each time you come upon a new element, a text box pops up to explain the relevant controls or the function of a power-up. Each of the text boxes pops up only once... but if you restore an old game, their status will be reset and they will keep appearing once more, as if you started a new game.
- Mandatory tutorials are a major part of Sonic and the Secret Rings.
- In the first Spyro the Dragon game, some freed dragons will provide instructions on such things as how to jump, how to glide, etc. What makes this annoying is that several dragons will tell you things previous dragons have already told you (e.g. at least two dragons telling you what button to push to glide).
- Zigzagged but generally averted in the Ratchet & Clank, as the tutorial is essentially just the first level with some voice-overs explaining the controls and plot. Played straightest in Ratchet & Clank Future: A Crack In Time, which features two "first levels" of this nature (one for each title character), one of them mostly set pieces and plot which also includes a completely mandatory tutorial on how to control the camera. Ratchet & Clank (2016) would repeat this structure.
- The tutorial pops up whenever you start a new game in Katamari Damacy. Which is annoying in the first place... until it gets to the text examples that you can't skip. Because gamers can't read good? Heck, that should be a trope...
- In We Love Katamari, you have to do the tutorial level twice to find one of the cousins (and thus achieve 100% Completion) - the tutorial ends with your character rolling up Ace and his katamari. To get the Last Lousy Point, you need to play again as Ace. Since he can't roll himself up to complete the tutorial, he'll roll up The Prince instead, which puts him on the list of people you've rolled up.
- The first few levels of Portal are a tutorial. Each level teaches the player a basic concept of the game, which is explained by the computer AI. In later levels, the complexity increases, and the player is left to identify which maneuvers they will need to progress. All levels provide a number of subtle visual clues that hint at what the player is expected to do, such as putting checkerboard patterns where the player must land.
- According to the commentary track, every level is an exercise in training the player.
- Many of the Eggerland games start with a series of painfully easy levels introducing each gameplay element to the player. In the western-only Adventures of Lolo, these go on for OVER HALF THE GAME. Argh.
- Double subverted in Gruntz. The actual tutorial levels are completely optional, but the regular levels also have Hint Books, walking onto which causes a grunt to stop and read their contents. In some cases, you have to walk onto them to progress...
- In mobile game Puzzle & Dragons, players must go through a five-level tutorial which includes a Rare Egg Machine pull at the end. Even when they reset. Those who modify the game to skip the tutorial end up banned, thus enforcing the rule.
- Elemental Story starts with one if the game is installed with no player data in it. This serves as a barrier against players who redo the 30,000 mana roll which automatically grants 5 star monsters for free the first two times the player does it.
- In Star Fox 64, Peppy and company will give you advice throughout each stage, most notably the famous "Do a barrel roll!".
- MUSECA 1+1/2 will "helpfully" show you tutorials on how to navigate the menus every time you start up a credit, every time you go to music select or mission select, and every time you go to Grafica select. After sufficient credits of playing on an eAMUSEMENT PASS it will stop, however.
- BeatStream forces a tutorial on how to use the menu interface every time you start a game if you're not logged into your eAMUSEMENT account or if it's your first few times playing on that account.
- Cytus II starts with a blank screen except for a horizontal line going up and down. After you stare stunned at the screen for more than a few seconds, you've missed. Turns out it's an unskippable tutorial, and it'll go on for a long time, as it doesn't really explain how to play the game.
- Most Final Fantasy tutorials are skippable, either by avoiding them entirely, or by skipping them once they start.
- The tutorial in Final Fantasy XII about the license system isn't skippable. (It is, however, thankfully short.)
- Neither are the tutorials showcasing the characters' abilities and some battle maneuvers in Final Fantasy X.
- As well as Final Fantasy X-2. Once you get the stolen garment grid back, the game requires you use it in the next battle in order to show you how to use it, even if said battle would be faster and easier if you didn't use it.
- While tutorials are skippable in Final Fantasy VIII, several more tutorials were added that weren't present in the Japanese version.
- Many tutorials in Final Fantasy VI are skippable, but the tutorial on Gau's Rage mechanic is not. It's not that long though, and it has some entertaining music at least.
- The first ten chapters in Final Fantasy XIII are effectively one long tutorial where they introduce the game's mechanics bit by tiny bit.
- Special note goes to Mega Man Battle Network, where half the time, the boy that saved the net many times now forgets how to kill Mettaurs.
- The Elder Scrolls:
- Daggerfall is nice enough to let you skip their tutorial, but you still have to fight your way out of Privateer's Hold. Ironically, the tutorial is broken anyway and you never get to see the last two or three tips.
- Morrowind has a very subtle one. The actual "forced" part amounts to a few text pop-ups regarding movement instructions, inventory use, and the various menus. It is neatly tied into character generation and can be completed in about five minutes. An area just after character creation has some additional optional tips (and can also be taken advantage of to pick up some stuff which won't count as stolen. Morrowind actually draws some criticism from those who say the tutorial is too short, as it has the toughest Early Game Hell in the series and doesn't explain some key elements (like how successful hits are calculated in combat).
- Oblivion forces you to complete the tutorial for every character, but you can also avoid it just by saving at the very end of the tutorial and keeping that save file. The benefit of this is that you're allowed to completely re-customize your character before leaving the area.
- Skyrim has one interspersed throughout the opening segment of the game as a dragon attack saves you from the executioner's block. You initially learn the movement commands, then get tips on how to use certain items as you pick them up. Like Oblivion, you can save right before leaving the tutorial area where you get a last chance to change your character, allowing you to skip it in future play-throughs.
- Fallout 3, like Oblivion, makes you do the tutorial for every character. Like Oblivion, it's a good thirty-minute event — and unlike Oblivion, your choice of killing the Overseer or not does have long-term consequences. If you have no problems with effectively making the same moral choices every time, you can save right before the end of the prologue in the same way as in Oblivion.
- Fallout: New Vegas averts this. After character creation, you're pointed towards an NPC who will "teach you how to survive in the wasteland," i.e. run you through a tutorial quest. You can opt out and strike off into the Wasteland at any time - in fact the only sign of the starting area's tutorial-ness is a warning that will pop up when you leave town, asking you to confirm your character build.
- There are two forced tutorials, because some NPCs refuse to take "I know this already" as an answer.
- Even happens In-Universe, as player character Haseo is an expert player whose character was just reset to Level 1, so he catches the attention of a couple of newbie-helpers who refuse to believe he already knows how to play the game. He goes along with them solely for their help in getting started levelling up. Though there is one aspect of the game he wasn't aware of: since he'd always played solo, Haseo had never learned about the Team Attack mechanic of the game.
- Knights of the Old Republic:
- The first game forces you to play the Endar Spire level, but a good chunk of the He Knows About Timed Hits dialogue is skippable. KotOR 2 allows you to skip the tutorial altogether.
- Because of a bug, it's better to do the tutorial in KotOR 2, as you can obtain inventory items the developers didn't want you to have by finding them during the tutorial, then going back to the cockpit and choosing the "skip tutorial" option.
- Black Isle Studios gives us two of the more loathed examples in Fallout 2 and Baldur's Gate games, The Temple of Trials and "Château Irenicus" (itself preceded by another Forced Tutorial, though short and loaded with No Fourth Wall humor) respectively. Both of them are completely unskippable and rather lengthy, but BG2's tutorial at least serves as an innovative way of dishing out character exposition (and there's a pretty funny fan mod to bypass it), while that in Fallout 2 is an exercise in mindbending unbelievability forced onto the developers and then forced onto the players.
- In a lore standpoint, there should be no way that a village of tribals, even if they descended from a Vault, should have been able to rebuild a Pre-War building, fill it with traps and locked doors, put in supplies, and have dangerous wildlife come in. In a gameplay standpoint, it's an exercise of frustration: the player is forced to Tag (that is, choose a skill to level up faster than others) either "melee" to use the spears they give your or "unarmed" with any chance to get past the giant ants and the guy waiting for you at the end (who at least can be reasoned with). Uh oh, did you not tag your Melee, Unarmed, or Sneak skill? Are you geared towards more of a nonviolent approach? Well too bad, you're going to have a tough time in the mandatory tutorial. Bitching at the village leader won't do anything as the trial is to see if you're ready for the Wasteland which again is a bad way to do it.
- The original campaign of Neverwinter Nights starts with a forced tutorial, although most of the tutorial text can be avoided by not talking to the NPCs giving parts of the tutorial. Justified as different classes can control rather differently, and the tutorial gives specific instructions for whatever type of class you're playing. Since most of the content of the game is fan-made adventures, you're also unlikely to play through the original campaign more than once or twice.
- Golden Sun: Dark Dawn forces you to listen to incredibly slow paced tutorials on everything from psynergy usage to Djinn setting to switching party members. This is the third game in the series. Even more annoying since a) Golden Sun: The Lost Age let you skip the Djinn tutorials and both previous games more or less let you figure out shopping (yes, Dark Dawn has a shopping tutorial), equipment, and Psynergy on your own, and b) Dark Dawn sets up several situations that look like they'd be obvious "skip tutorial" options and then nags you for taking those options. What the hell, Camelot?!
- Dept. Heaven series have this problem early on. Both Riviera: The Promised Land and Yggdra Union have forced tutorial that locks you out of game functions that haven't been taught to you yet. If you try to access them before the tutorial, the game will berate you for that. Titles from Knights in the Nightmare onward solve this problem by separating tutorial from the main story.
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Sometimes, you'll come across blue words like this!
These are called Wiki Words. Wiki Words help us get to other pages on the site! To use them, simply click on the Wiki Word, and you'll take a Wiki Walk. Be careful, though! Some Wiki Words will be hidden in normal sentences, just like this! Make sure you don't let them confuse you!
- Kingdom Hearts II has an especially aggravating example. The entire prologue is almost entirely unskippable tutorials, and long cutscenes. Without skipping the latter, the tutorial can take, depending on the difficulty level, up to five hours. This may account for a portion of the fan hatred for the prologue character, Roxas.
- Later installments of Geneforge and Avernum have slid into this as the tutorial got integrated into the storyline.
- The Witcher:
- "Wait, Geralt! But thou must drink the Thunderbolt potion!" Though this tutorial is well justified, the player is restricted from performing actions before they're called for in the tutorial, and sometimes no other action will be allowed.
- The tutorial messages also annoyingly pop up in the short story side missions (as they are technically a new game) included with the Enhanced Edition.
- Every Pokémon game except the second generation does this. Tend to be fairly short, but that's because they only explain the obvious bits.
- The games (except the 2nd gen) get bonus points for teaching you how to catch a Mon after you can buy Poké Balls and catch various Com Mons. In Pokémon X and Y, there's a patch of grass just in front of the tutorial event, and a shop in the nearby town that sells nothing but Poké Balls. It's extremely possibly to catch everything available on the route before seeing the tutorial. You'll still be forced to go through it anyway. At least you get free Poké Balls out of the deal.
- Professor Juniper in Pokémon Black and White and Bianca in Pokémon Black 2 and White 2 both stop you at certain points early in the game to make you heal at the local Pokémon center - even if you don't really need it - and won't let you leave until you do.
- 4th gen is particularly egregious in that your tutorial-giver does ask you how many Mons you've caught... after the tutorial is over, but not before.
- The GBC versions of the Johto games actually have a yes/no option on their catching tutorial, though it becomes forced in the DS remakes. Also, while it's alleviated slightly in Pokémon Ruby and Sapphire by the fact that it's technically Wally learning how to catch Pokémon (so they don't really present it as you needing to learn it), you're still forced to watch him every single time you start a new game.
- Gen II's Gold/Silver/Crystal, while downplayed, doesn't escape this trope entirely, as it appears when your mother asks if you know how to use the PokéGear. If you answer that you do not, she'll give the tutorial as expected. If you say you do know how to use it, she gives the tutorial anyway, except phrased as a question, combining this with As You Know and But Thou Must!:
Mom (when answered no): I'll read the instructions. Turn the Pokégear on and select the Phone icon. Phone numbers are stored in memory. Just choose a name you want to call. Gee, isn't that convenient?Mom (when answered yes): Don't you just turn the Pokégear on and select the Phone icon? Phone numbers are stored in memory. Just choose a name you want to call. Gee, isn't that convenient?
- Pokémon Ruby and Sapphire actually subverts this after you get the PokéNav. A scientist on the second floor of the Devon Corp building offers to describe its features to you, then stops himself and says he'll let you figure it out on your own. You don't even have to talk to him.
- In Pokémon Ultra Sun and Ultra Moon, they make you sit through a tutorial of how to use Festival Plaza sometime after the events of Kiawe's trial. In the previous games, this forced tutorial was nowhere to be seen. The good news is that this forced tutorial can be subverted assuming you've already helped Sophocles setup Festival Plaza, only if you've done it before you reach the Pokemon Center near Mallow's trial. Either way, you are going to have to enter Festival Plaza sooner or later and go through the how-to with Sophocles.
- Over two decades into the series, Pokémon Sword and Shield finally, finally lets you skip the more obvious tutorials. In fact, you can once again catch something before the tutorial comes up, and if you do, the game won't even ask if you want to see it.
- Used to the point of ridiculousness in the DS version of Glory of Heracles. The game interrupts you constantly to tell you what Standard Status Effects are, even though any Japanese kid with even a passing knowledge of Dragon Quest should know how RPG mechanics work.
- A single tap of the B button gets rid of the message, though, and they only show up the first time you get hit with a new one.
- Dubloon features a few points early in the game beyond which you simply can't proceed until you do exactly what the game wants you to know. This includes such useful info as equipping gear or using Action Commands, but also opening quest log and area map, which you could otherwise play through the whole game without ever using.
- While the tutorial levels in Mass Effect games (Eden Prime and Lazarus Station in the first two) are both unskippable (they're vital parts of the story, after all), the first game allows you to turn off the tutorial boxes through the menu, making it just a normal level. The second game does not. Best of all, not only do you have to deal with the annoying boxes during the tutorial, you have to deal with these friendly reminders for the rest of the game. You'd think that someone who's beaten the game several times over would know to take cover to regain health, but apparently not.
- Averted in Alter A.I.L.A. on a New Game+, where you're given the option to skip the entire opening mission (which introduces the characters and eases you into the combat system) and go right to the first decision point (where you pick your side and companions).
- In AdventureQuest, the player is forced to do the opening quest which has a small battle and tells the location of important things. However, it is very short in comparison to other tutorials.
- TaskMaker subverts this by giving an option to skip it. It may be useful to play the tutorial anyway, because doing so will get a much wider inventory than what is given to players who skip it.
- Super Mario Bros.:
- Super Mario RPG has two such tutorials:
- The first one is a boss fight against Bowser, who has infinite HP but the fight ends once the chain, which does not have infinite HP, is defeated. Princess Toadstool will even say to attack the chain a few turns in. This is to clue you in that whailing on the obvious enemy will get you nowhere fast in this game and that fights will usually have more than one enemy to attack.
- The second one is a tutorial section that teaches you about timed hits, but you can choose to skip it. This has Toad tell the Goomba that Mario knows about timed hits, which scares the Goomba off and skips the tutorial fight.
- Paper Mario 64 game features a mandatory, albeit unwinnable duel against Bowser at the start. This is to advance the plot and emphasize how Bowser has become too strong for Mario to defeat.
- In Paper Mario: The Thousand-Year Door:
- Mario & Luigi: Superstar Saga. Early in the game, a Koopa offers to teach you how to fight as a pair (since the earlier battle tutorial had Luigi on the sidelines). If you say "No thanks" to the Koopa, he will respond, "All right, but it's not my fault if you get in hot water later because you think you know everything." However, if you try to fight one of the two Goombas available in the area (one of which blocks progression through the area, the other being completely optional), the Koopa will exclaim, "Hey!", and run into the battle screen saying, "Bowser will get mad at me if I don't whip you into shape, so even if you don't want to, listen up!", thus giving you the tutorial anyway.
- In Mario & Luigi: Bowser's Inside Story, a good chunk of the first half of the game is spent explaining some mechanic or another that the player likely could have figured out on their own. It even goes so far as to tell you the badge tutorial three separate times (once when the option becomes available, and then when you visit the first two badge shops).
- In Mario & Luigi: Dream Team, every new dungeon or area features an incredibly long-winded tutorial for each new mechanic. This carries forward all the way up until the final dungeon when there's nothing left to introduce.
- Mario & Luigi: Paper Jam averts this in some areas, such as for overworld moves, where tutorials are relegated to button commands displayed at the top of the screen unless you go out of your way to activate a longer guidance scene. In other places, like with Battle Cards and (to an extent) the game's amiibo functionality, it's played completely straight.
- Super Mario RPG has two such tutorials:
- The Twisted Tales of Spike McFang begins with Professor Steam taking the Kid Hero to Fighter Island to learn the game's controls from a mentor character through a series of repetitive exercises and a Warmup Boss battle.
- Xenoblade Chronicles 2 has LOTS of tutorials within the first third game. And by tutorials, the game stops as some text boxes appear onscreen and explain some stuff before you regain control of your character. These boxes can even interrupt certain boss battles, forcing you to stop until you button mash through the tutorial.
- In Ravensword: Shadowlands, the game starts with you controlling a nondescript soldier at the battle of Heronmar, which is used to show you how to play the game. There's no way to skip this.
- Black & White has a particularly long one, made all the worse by the fact that the nature of the game (wanting to try out new and different creatures raised in new and different ways) means that the average player will want to restart multiple times. Can be avoided by saving immediately after finishing the tutorial, and was eventually fixed in a patch that allowed players to skip straight to the creature selection after playing the tutorial once.
- They seemed to forget this lesson with Black And White 2 however; not only did the release version have a long, tedious and unskippable tutorial, the tutorial itself suffered from a Game-Breaking Bug that made it totally impossible to start the game unless you had one of a few very specific types of mouse. The patch made it possible to skip the tutorial... at the cost of a 3,000 point penalty.
- The first three missions in Trauma Center are "How to use the instruments" missions.
- You have to complete the tutorial mission in Uplink in order to get enough of an Agent Rating to take on any other missions, although you don't actually have to step through the Tutorial program to do it. The password for the test machine never changes either, and it's the only machine in the game that doesn't have negative consequences for being traced. Meaning you can finish the tutorial in less than thirty seconds after starting the game, without buying any of the hacking software you'll eventually need.
- You'd better not ever uninstall and reinstall The Sims Medieval, because if you do, not only does the game make you slog through the tutorial again (including the same "go gather wood/stone/buy something at the store/use the letterbox/etc." mission that starts every new kingdom), but the game won't let you save until you finish it!
- Virtua Tennis 3 forces you to play a bunch of tutorial events before you can enter your first actual tennis match.
- The three minute long unskippable video tutorial on installing and removing and maintaining the wii motion plus that plays before Wii Sports Resort. Very annoying especially as it plays even if the wii motion plus is already installed.
- In Forza Motorsport 3, at the start the game forces you (after sitting through a long unskippable cutscene) to participate in a short race with a specced-out Audi R8 with all driver assists enabled. The trend is continued in every successive game, with Forza 4's "Celebration of Speed" in the Ferrari 458, or the dreamed-up Dodge Viper roadtrip in Forza Horizon. In every game after Forza 3, popup messages describing each feature accessed will appear, though these messages can be permanently disabled by pressing X (although you will often have to wait until the narrator is finished or the message is on screen for a few seconds).
- In Gran Turismo and Gran Turismo 2, license tests must be completed in order to move along in career mode.
- The same is true of Sega GT 2002 for the original Xbox.
- It's even more blatant in Gran Turismo 6, where one of the steps of the tutorial require you to buy Honda Fit RS (known as Jazz outside Japan and United States), depriving you of the freedom to choose your starter car.
- The first level of Thief: Deadly Shadows game is a tutorial for Xbox players who never played Dark Project or Metal Age on the PC, and it's a follow-the-blue-footsteps lesson on sneaking, manipulating the environment and so forth that Thief veterans have no choice but slog through because you can't turn off the tutorial; you have to do exactly what the level says (follow exactly this path, distract the guard exactly this way) or it will reset back to that part of the lesson to make sure you get it. Especially jarring since the first level of the first game was also a tutorial, but you can solve the challenges however you like (walk across carpet to reduce noise? Nah, running leap over the noisy floor works just as well in half the time!) and the Thief games are all about finding your own way past obstacles. To make matters worse, the tutorial forces you to knock out a man, thereby denying a pure Pacifist Run, and a guard will always see you at the end, thereby denying a pure 100% unseen Self-Imposed Challenge.
- The tutorial and opening cutscenes chew up the first hour of Assassin's Creed I and no, you can't skip any of it.
- Sheep, Dog 'n' Wolf has an unskippable intro, cutscenes, tutorial level, and dialogue.
- Eternal Darkness forces you to scroll through the tutorials, even if you've already reached New Game+.
- Dead Space tutorials are little windows that pop up explaining something. You can't do anything else until you dismiss them. This is normally not a problem until the one about being in a vacuum pops up - every second spent reading is one less second you have before your air runs out!
- Dead Space 2 is a little less annoying about this, using the 'learn or die' method for many concepts or using pop ups in quiet areas.
- Eat Lead: The Return of Matt Hazard starts off with a forced tutorial level. Of course, the game being a loving parody of videogames, your character lampshades this ("Like I don't know how to shoot a gun."), and even pats the game designers on the back a little. ("I gotta admit, this moving-forward-into-cover thing is kinda cool.")
- The seventh Fire Emblem game forces the tutorial the first time down, but after you finish the game once you can skip it, or play the tutorial levels without the tutorial, thus allowing you to gain more EXP and make the rest of the game cake. Sure, Western players would need to learn how to play, as this was the first game to be released outside Japan... But what about Japanese players? Well, they hated the tutorial, though it could be skipped by linking to the previous game.
- The sixth Fire Emblem features an optional tutorial.
- Fire Emblem: The Sacred Stones, Path of Radiance and Radiant Dawn all feature skippable tutorials but still force you through the levels that would have been tutorials. Notably, Radiant Dawn teaches you to recruit enemies by talking to them, even though you don't recruit any units that way except the guy in the tutorial! (Well, you can get some guys to change sides earlier this way, but you'd get them regardless so it's not required).
- In Fire Emblem: Shadow Dragon, only Normal Mode has a tutorial (the tutorial part being optional) with extra prologue chapters. In the Hard Modes, you start right in the original's first chapter, with all the basics in a menu command.
- The first Nintendo Wars game only required one tutorial mission to be completed (the Fog of War tutorial, it was fairly new for Japanese players anyway, and Nell even informs you that you can do this), but Advance Wars 2 and Advance Wars DS force the tutorial.
- Days of Ruin isn't too terrible, only taking a time-out to explain new units.
- The Snowball Fight tutorial in Final Fantasy Tactics Advance. You can get through it faster by having everyone blast Mewt, but you can't actually skip it.
- Front Mission 3 and 4 have short tutorials, with the player acting as the test pilot for the demonstration of a high-end military Wanzer in the former, and as a fresh pilot being introduced to a research operative group in the latter.
- The first chapter of every single installment, remake and port of Disgaea is a series of tutorials. You can thankfully skip the laborious explanation cutscenes, but you're still forced to do the actual tutorial levels, even on a New Game+ (although thankfully you just need to finish one very quick level if you're playing on a New Game+).
- Pokémon Trading Card Game features a mandatory practice duel at the start. If you do not do exactly as the tutor says, you receive the instructions again.
- In Civilization: Revolution, advisors cannot be disabled (although the tutorial messages can be disabled, with some exceptions). The advisors, who speak in potentially annoying jibberish, can however be muted.
- Grand Theft Auto: Vice City pulled this off a little bit by combining it with That One Boss, soon-to-be getaway driver Hilary. His insanely difficult race is basically a training level for the eventual cop chase after a bank robbery. Why? He dies before he does any useful driving and forces the player to do all the fancy work.
- And the race is much more difficult than the actual getaway. Just by virtue of reaching that stage in the game the player must have the skill to pull off the getaway.
- GTA: San Andreas made you complete flight school to progress, despite you being able to fly perfectly fine previously, and despite you never needing to use the maneuvers that the school teaches you. The flight school is horribly frustrating much like real flight school, but it also unlocks some neat aircraft.
- Grand Theft Auto IV spends a good deal of time teaching you the basics of driving, navigating with your GPS, clothes shopping, socializing, melee combat, etc. It's worked into the narrative well, but it's still a bunch of tutorials, and you still can't skip them.
- Spore, a game built around replayability, takes time out periodically, especially in Space mode, to force-pause itself and explain minor facets of the engine that you could have probably figured out by context anyway. You can turn off a lot of the tutorials and hints from the menu, but others will show up no matter what you do (luckily, a lot of these come in the form of skippable cutscenes.) One tutorial that you have no way of skipping is the Galactic Adventures tutorial mission—even if you forgo getting it from your empire, if you try and take a mission from another empire, odds are this is what they'll send you to do.
- [PROTOTYPE]'s compulsory Memory In Death level. In subsequent new playthroughs, it's usually more fun to find other ways to complete the objectives as opposed to adhering to the action prompts as you would've done those actions to death previously in earlier games.
- Saints Row: The Third:
- "Takeover The City" level is a sudden tutorial on how to buy shops in Steelport, how to take out gang strongholds, and how to avoid the fallout of your rampage by hiding in said shop. Other than getting the shop in question practically for free, your reward is a mere 500 dollars. The whole mission seems like it should have come much sooner, especially considering the previous mission, among other things, had the player chase a Morning Star lieutenant halfway across the city via helicopter and rewarded him with a new safehouse and six thousand dollars.
- All of the quests that don't directly advance the plot with unique assets is just the easiest version of the sidequests you can pick up on the world map, which unlock as soon as you rescue and recruit the relevant person connected to them. If you actually complete the easiest level of said sidequest before doing the character quest attached to it, that quest vanishes from your phone and is replaced with the next one in the chain - you can potentially skip all of a character's quests this way if you do a lot of free-roaming!
- You wouldn't think that you'd need one, but Twilight will always tell you how to move and combine evidence in My Little Investigations. At least Pinkie's tutorials can be disabled through the menu...
- The Ace Attorney games would always have your partner in the first case explaining to you how to press witnesses, present evidence, and how to look at the court record. Storywise, it makes sense since each case had a reason for why you would need to be told how to do your job (first time in court, amnesia, and refresher after a long absence). By the fourth game, the the option to skip the tutorial was finally introduced.
Non-video game examples:
- Delhara of Hero Oh Hero gives one to parties of Rauelian adventurers when they set off on a Dungeon Crawl, no matter how experienced each member is. It's apparently less than perfect.
- Lampshaded in Awkward Zombie. Despite the fact that Katie had been catching Pokémon since before Shauna was born, already had won the gym badges, and already caught Yveltal, Shauna's just going to give her puppy dog eyes until she sits down for Serena's tutorial.
- Happened in Windows, funnily enough.
- While not exactly forced, but it will nag you until you do it, is the "Take a tour of Windows XP" pop-up in the notification area. It's best to do the basic one since it just opens up a web page, the other one will make you watch a fancy intro video before you can quit it.
- Windows 8 uses the time it takes to prepare a new user account by showing you the new features... which you should probably pay attention to if you want a shot at navigating the new interface. This is removed in Windows 8.1 as a Store app was created for this purpose instead.
- The November 2010 update for the Xbox 360 dashboard includes a tutorial that might be useful for new owners of the console, but doesn't really tell existing owners anything that they won't know already. You can skip the tutorial if you want, but you're in for a nasty shock if you do that, because the console will lock you out of Xbox Live. The only way to restore access? Watch the full tutorial! Thankfully it isn't too long, but why on earth Microsoft thought existing users ought to be forced to watch it is mind boggling.
- People who start new jobs often have to go through training, no matter how much experience they have with the particular job. In a way, such training may be job or company specific, or as a means to learn how stuff internally works. It's also done for legal reasons, such as making sure an employee knows about a company's sexual harassment policy.
- Some of these you can "skip". If they're just ticking off a box on a checklist for legal reasons, they'll often let you "self-certify" ("Yes, I watched the video about ergonomics, so now if I try to sue the company when I injure myself doing something stupid, my case will be a lot weaker because you provided training that specifically told me not to do that"). However, if you being a dumbass can get the company in big trouble (such as sexual harassment or releasing confidential information), there will be a test and you will have to pass it.
- Physicians trained in the Third World who immigrate to developed countries often find themselves having to go to medical school again. The same applies to Teachers and similar professions.
- In places where education is compulsory, school. Most schools have children taught with the same content at a single rate, regardless of their prior knowledge or abilities. It also overlaps with Guide Dang It!, when other students are assigned a task in school despite being given no instruction on how to do it properly (usually the school assumes the student is already capable of the task.)
- Web services have a horrible tendency to force a tutorial on you when you make a new account, sometimes forbidding you from taking any non-tutorial actions until you complete the tutorial, even if you're an existing user making a new account or just cleared your cache/cookies.
Do you remember how to scroll?