I was afraid of playing online games, but after the pandemic, I’ve become addicted.

League of Legends? Mobile Legends? Team Fight Tactics? Magic Chess? Smash Legends?

Before the pandemic, I did not touch online games. I was afraid of them honestly. I would get scared that other people would shout at me for being a noob. But since Wild Rift came out on mobile. Now I’ve been able to enjoy LoL matches with my friends while sometimes (but not always) being in the same room, even if we’re not physically in it.

Turns out I don’t know what I was afraid of, now I play at least one match per day. I switch between MOBA and LoL. because I decided to main Garen in LoL, while main-ing Zilong in MOBA. I much prefer Zilong because he’s faster and punchier, and I have yet to find something that fits perfectly in LoL.

Recently though I’ve been sort of obsessed with Smash Legends, it’s so simple yet highly complex, yes it’s a mobile game but I feel mobile games are slowly losing that stigma of being simple duds you play while on the toilet. 

Mobile games are sort of seeing a renaissance right now, they are becoming a platform all their own, both on Android and iOS. I’m an Apple fanboy, and already heavily instructed into their ecosystem, and don’t really plan to leave it anytime soon. 

Online games are something I’ve always wanted to get into for a long time, but the fear of being rejected by my online peers has always left me shying away from them. League of Legends is especially notorious for this, the community is not very welcoming and you’re left to your own devices to learn the game and understand what to do by yourself, understand the lingo that surrounds the game and commit it to memory. 

I also think tutorials are not the way to force-feed your player, however nuanced and subtle ideas and messages might push the player to try out new things or learn the basics of a new character that are casually introduced to the player is the way to go. Mobile games are faulty of this, especially JRPG’s, they treat the mobile player like they’ve never played a previous game, and guide the player where to go for the next quest. 

In mobile games, I understand it, since sometimes the player base might be a little bit younger, but for an adult player base that has probably already played thousands of other games in their lifetime, this type of tutorial is tedious and takes away control, puts the player in a precarious position, like their intelligence is being questioned. I get some games need to have nuanced systems with intricate level-up mechanics. But if it’s not revolutionary then you shouldn’t bother making a tutorial past the first level. 

Tutorials should be short, or nonexistent if possible. Let players figure out how the game works, and what works with what. There’s no need to overly explain something, I’m sure they’ll eventually get it, probably. Look at Dark Souls that game has you starting in the tutorial level, and immediately after a short story cutscene leaving you to your own devices. 

I don’t even know why I started talking about this in the first place anymore. 

Tutorials are not fun, and holding your player’s hands is worse. I could talk in circles about this, but I’ve lost the original point of this post. So I’ll leave you with that. 

This blog post is part of my initiative to expand what type of things appear on here.

Author: FJ

A young fantasy writer during the night, motion graphics and illustration during the day. Currently living in Mexico. Aspiring to make a feature film.

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