Reworking the tutorial

I’m opening this thread to talk about basically a full rework of the early tutorial flow to make it better for new players.

I’m opening this thread as I’m struggling to get this big PR reviewed:


As with any big change, the initial reaction is to reject the changes to familiar things. But after multiple rounds of looking at the changes, I’m slowly starting to lean towards the viewpoint that we should try to improve the tutorial flow. This will help to make the game more approachable.

I think the main focus of a tutorial rework should be to redo the entire flow of the tutorial and then adjust the wording to make sure later concepts are not talked about earlier than they are introduced and simple terms are always used before using any technical terms.

If that is the main idea then that open PR doesn’t go far enough in my opinion. So I think that the way forward with a tutorial rework is to slightly polish up that PR a bit, probably revert some stuff, merge it, and then I will do a more extreme shake up of the tutorial flow as a separate change and redo all wording in the tutorial texts that require changes.

Here’s my suggestion for the new early game flow (obviously if tutorials are turned off, then locking parts of the game until later is disabled). Also before being able to do this I think I need to refactor the tutorials so that the option to disable them is removed because returning players seem to turn off tutorials when the tutorial has like 30% more messages in it than when they actually last played it. So I will make a change this week where tutorials can only entirely be disabled from the options menu and the in-game option only allows picking between all tutorials and tutorials not yet seen by the player (in any playthrough). Also there’s been an idea floating around where non-critical stats in the editor right panel are moved down so that the more important info is visible without scrolling down which should help with learnability. I think this change is also needed to be done before reworking the tutorials.


That got a bit long but here’s the new tutorial flow I think would be optimal:

  • Welcome to microbe tutorial (with option to toggle between show all tutorials and hide tutorials seen by the player in any playthrough). In the initial HUD state we would hide the compounds and environment panels to have less things on screen.
  • Immediately after closing the “pick movement style” popup will trigger
  • After selecting the movement mode the movement tutorial begins
  • I don’t think we need to adjust the timing of this tutorial as the movement style popup has videos about the movement showing the cursor, so I think the player will be primed to then have a go themselves, but I’d keep the text popup still as a backup
  • Once movement tutorial is done the compounds panel is automatically opened showing the player the glucose, ammonia, and phosphate bars.
  • Once the player’s glucose has gone down a bit (which is basically always the case once the movement tutorial is over), the tutorial about finding glucose triggers
  • Then we have the usual tutorials about the reproduction progress etc. editor button tutorial if the player doesn’t realize to press it. So far the flow is basically the same
  • When the player enters the editor this is where things get really interesting: we’ll directly dump the player into the cell editor tab and hide the other tabs
  • So the player then goes through the organelle selection, placing, undo, and redo tutorials. I think this is still a good sequence to force the player to use the undo/redo functions and not allow the player to skip them. This sequence is relatively long but if this is the only tutorials in the first editor cycle, I think it is well paced. I disagree with making the undo tutorial only trigger when placing the nucleus as I think that this core tutorial shouldn’t be skippable until the player places the nucleus (which requires scrolling the left panel). Before we had a forced undo tutorial we got a ton of questions about players asking how to undo, so I think this is such a core concept that we cannot allow the player to progress without using this feature. The tutorial about what to build initially could be changed to mention that getting one or two hydrogenase + cytoplasm in the first editor cycle is always a safe choice.
  • Then the player exits the editor and goes back to swimming around
  • Now the usual tutorials about organelle division and finding a chunk to engulf can trigger like normal.
  • When the player next gets to the editor we will start them now in the report tab explaining a bit about the population numbers and how they can see the other species they inhabit with in the current location. Maybe there should be a tutorial later on explaining the gas graphs once it is likely they have changed?
  • On pressing next they get to the cell editor and the usual tutorial (maybe it is now the ATP balance bar tutorial?) triggers
  • On going back to the swimming around portion I think we should insert a new tutorial about the process panel here (instead of getting the “struggling” tutorial)
  • Once back in the editor we again start on the report tab and this time show the “welcome back, nucleus is the early goal” tutorial which primes the player about finding a good place to live and a food source
  • Then we finally go to the patch map tab and explain it
  • And then in the cell tab we now trigger the staying small / heading to the surface tutorial
  • I’m not sure where this would fit but I think we need a new tutorial about the compound balances display. Maybe it could trigger in this or a few later editor cycles, or the first time the player places an organelle that produces glucose rather than ATP to explain the critical difference between those kinds of organelles?
  • Now once the player exits the editor we maybe could have one more gameplay tutorial? Not sure what would go here. Maybe this would be the time to show the environment panel? Though this is pretty late so I think the environment panel should become visible earlier if the player gets hit with radiation or reaches a patch with sunlight. But the full explanation about the environment panel could be placed here. As explaining how process panel numbers with environmental inputs depend on the environment panel go here.
  • Now we can probably show the environmental conditions graph tutorial and also mention the food chain tab (which the player if they visit can trigger another tutorial, which makes it easier then to explain the auto-evo prediction, but I wouldn’t make this tutorial a requirement)
  • On returning to the cell editor the player will finally get the auto-evo prediction tutorial, which is the most number heavy screen. And this is basically the last primary flow editor tutorial.
  • This same editor cycle if the player goes to the patch map we could have a new tutorial about migrations and populations in general (this would trigger any editor cycle after the first one where the patch map is available and that other tutorial has been seen)
  • And now finally exiting the editor the player gets the tutorial asking if they are still struggling and would like to view the help pages, which concludes the primary tutorials, and only context dependent tutorials are left (with a couple of generation dependent tutorials about guiding placing the nucleus and binding agents to advance in the game).

I think that would be a big improvement to the flow of the early game tutorial. Any thoughts? I think with these placement changes almost all of the tutorials will need at least slight wording changes to make sure they prime the player to see the next tutorial as a logical sequence (for example "goal: nucleus, but you need a good patch with steady food, patch screen: here’s the available patches and how you can move, cell editor: a good first time playstyle is to head to the surface and be a photosynthesiser).

One more thing was brought up which is that the tutorials could focus a bit more on a “story” about the player. Like rather than wording things like explaining what they are, focusing a bit more on like “your goal is to get the nucleus” rather than just mechanically describing things available to the player (so trying to relate them more to the evolutionary journey). This might be the hardest part for me but I will try. The end result might be that all of our tutorials are wordier than before.

We’d still obviously have all the later and other context sensitive tutorials, like a few generations after showing the chemoreceptor prompt and modifiable organelle tutorials etc. and on gen 10 the tutorial about reminding of the nucleus is triggered.

This will be a lot of work for me, but after this I think I’m hopefully allowed to reject any reworks of the tutorials by saying that this was the one chance when I would allow it. Of course new tutorials and slight wording adjustments that are clearly superior, I’d allow and review.

One part I’m unsure on is if the welcome to the game messages actually need changing. I think they are already very good in setting up how life is starting. And at least the suggestions for new wording by @Thim make the different start wording much more uniform which I think detracts from having the flavour text in the first place for the different starting options.


To get insight on the opinions from the rest of the team here’s some polls:

Should we rework the tutorial flow?
  • Yes
  • No
  • No but slight wording updates would be good
0 voters
Does the welcome tutorial wording need changing?
  • Yes
  • Depends on how good the new wording is
  • No
0 voters
Is it fine to make the tutorials wordier to give more “worldbuilding”?
  • Yes
  • Only a bit longer
  • No
0 voters

So besides those poll answers, does anyone want to comment on this? I think this is a very important discussion to have as this needs to be done before the microbe stage is done, so I think this is much, much higher priority than discussing any later part of the game.

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Your overview sounds pretty good I think. Of course, we can usually only tell when a part of the tutorial is too chunky after actual implementation and player feedback comes in, so not much I can say on if there will be a moment where a player thinks “oh god, too many words for me to read”.

I will say that I think the most important thing for the player to get is how the glucose/substrate to ATP system works, and most of the worst confusion is a result of not knowing how that works, why their ATP bar drains even though they’re technically ATP positive, why their ATP production stops even though they have multiple food sources, etc. The majority of the problems you face in the editor can be thought of as getting enough of your energy source, processing this energy source into ATP sufficiently, and managing ATP costs.

If the metabolic pipeline can be explained in an effective way, a lot of the rest of Thrive, even if somewhat intimidating at first, is much more manageable for the player to problem-solve their way through things. And if we can directly point at problem states and explain what is going on - “this is what not generating enough ATP looks like”, “this is what not producing enough substrate looks like”, etc. - players can more clearly correct themselves instead of going “why am I taking damage?”. Of course, this is also something that context-dependent hints should probably be used for, so it isn’t entirely on the tutorial.

The various parts of the editor report also can be confusing, so we should clarify those, and I agree with the tutorial flow’s attention on them.


On worldbuilding: I think those should only be present at the beginning and end of the tutorial. If you put too much of that information in the middle of your tutorial, players could think that too much information is being told to them and start to just skim through important stuff excessively. If they trust that the tutorial is directly relevant, then they’ll sit through it; if not, they’ll get bored.

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I think you are onto something here.

With the new planned process panel tutorial, this should get better. Also I think there’s some room to reword the ATP balance bar tutorial, but the goal of that tutorial was to address this point. What’s your opinion on that tutorial as it is currently in the game? There’s two variants of it actually: one time based (editor cycles) and one that triggers the first time the player has a negative ATP balance.

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I agree with pretty much everything said here so far. I do think that keeping the text as concise as possible is ideal though, and even the first tutorial window’s text will need to remain short enough not to dissuade anyone from disabling the tutorial. I do like the idea of worldbuilding in theory, but I am not totally sold yet on a more expansive version of it.

I wonder if we could add in a more expanded version of each tutorial as an expanded entry in the Thriveopedia? Then have a link to it on each tutorial window so that players who want more can read about it. Those entries could have more images or videos if useful enough in explaining things. Right now we have a problem with the Thriveopedia information not being updated much, but I think at least some of this problem is due to not wanting to put too much effort into writing good information that may be changed later and need to be rewritten. As we are getting near the end here, and especially if we lock-in the tutorials to a final state, then this part of the problem will be mitigated. I know that I would be far more interested in helping writeup a good guide in the Thriveopedia if it won’t have to be completely revised again before 1.0. We could then include more comprehensive worldbuilding along with the information in the Thrivopedia entries for those who want to read more.

Also, how will the context dependent hints system would be handled in the tutorial when it is added? Would it be hidden until after the tutorial, as it would be redundant information to what the tutorial is explaining and make it more cluttered? Or would it be prominently featured early on, having a tutorial explaining it near the beginning, and integrating its suggestions with the tutorial itself? I haven’t though too much about this, but I wanted to mention in case I forget it.

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Possible, but I don’t think anyone would read them. All youtube let’s players when they accidentally click the button to view more info in the Thriveopedia (based on the final tutorial that tells you to do that), immediately get shocked and close it. So if someone wants to write even more info on the help pages in the Thriveopedia, they are free to do so but I won’t be doing that due to it being way more work on top of the other tutorial changes.

Again, possible but I see two problems:

  • It will take time and most players probably won’t click more than one once they discover they’ve been duped into reading basically wikipedia
  • And adding a link at the bottom of each tutorial eats up one possible extra line of tutorial text. So each tutorial need to be either made shorter to compensate or our tutorials will look wordier, which you said we should try to avoid:

I’d love to be proven wrong, but I just think that everyone just thinks updating the wiki is too much trouble, so they don’t do that. So in my opinion this has nothing to do with content not being final yet for the stage.

Completely separately. The GUI for the hints system should be designed to be intuitive enough to not need a tutorial itself, as I think at that point the hints system has basically entirely failed in design.

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Perhaps instead of having a page for each one, we just link to those sections which are most complicated. Having a good entry for the compounds section for example, or the atp bar which we should try to have good wiki entries for anyway.

Also, perhaps it would not need to use up a whole line if we could format it as a small thrivopedia button in the corner of the gui, which would take up less space than a whole line. It wouldn’t need to be so prominent or part of the text itself, only those curious enough would use it. It could be located at the end of the line, so it would only require a new line if the last line of text was completely full. Like this:

I was thinking that we could create a less ‘wall of text’ and thus more appealing to look through thrivopedia entry with more images and short video clips in it.

Perhaps we could see if this is worth considering more if the important corresponding entries could be made appealing enough to look at first. I don’t think the youtube let’s players would look at it in any case, or they would edit out those portions as that isn’t engaging content to show on video. (Like Lathland edited out most of the tutorials on his let’s play a couple years ago if I remember right)

This all would need to be secondary information anyhow, so I was mainly considering it as an outlet for any information that we deem to not be completely essential to a functioning tutorial. (Such as added worldbuilding)

I’m not really talking about integrating the tutorial into the hints system or vice-versa, but just having a part of the tutorial introduce the hints system like with the other tutorial parts. Like, would it be hidden with other parts of the UI until introduced later, and at what point would it be introduced if so? It could be mentioned at the end of the tutorial, as a ‘if you need more help after this tutorial ends, consult this’ but it could probably be of use before then to the player. If it is introduced near the beginning we would want to avoid doing it so soon that it is unneeded and ends up slowing down the tutorial for things that are not useful until later.

Normally during the game if someone is wanting help or guidance they would turn to the hints system, so I think the tutorials would at the very least need to point it out. Until the context dependent hints system is introduced, perhaps the organelle suggestions could be used as the placeholder for that tutorial explanation part as I assume that will later become a part of the hints system. (at least in UI organization)

I realize I got the first word by making the PR in the first place (and the third by responding to your first review), so I will keep my thoughts brief:

  • My top concern was always trying to budget player attention. There’s multiple ways to accomplish that, and I don’t pretend I found the best one, but I still think we have tutorials on some things that don’t matter to play the game, even if people have had questions about them.
  • Maybe this matters less if tutorials are mandatory, but I think my change to move the starting compounds a bit was a helpful change to give hints to the players who aren’t going to read and can’t be convinced. I also think it might be fair to have a little blurb to say, “if you really hate this you can turn this tutorial off in options, but REALLY WE RECCOMEND YOU DON’T DO IT” for those of us (me) who can’t listen.
  • Obviously I’m biased to my own writing, but I don’t think any of my “worldbuilding” ever added to the wordcount. We could probably make a separate forum post about the text I proposed (which I don’t feel strongly about, it was just a fun chance to pretend to be Carl Sagan) if we want to hash that out more. Most of the text isn’t related to tutorial functionality.

(Also I’m going to assume that my PR is dead, and stop working on it since we’re overhauling things more than I can commit to)

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Good point. I’ll try to remember to take this into account when coming up with the wording for the option to show only new tutorials.

Unfortunate, but I understand. With your permission I’ll grab all the parts I like from your PR. (probably by reverting the changes on your branch I think would need more work and then squash merge the rest to be the basis for my tutorial work).

I can re-invest my time into needed auto-evo changes once I get a chance to sit down and code again. Part of the reason I took so many half-measures with my PR was to try to wrap it up quickly, and if this rework is going to be a big discussion (and I’m not against it being a big discussion) then waiting for me to code then talking to the team then running by you in a loop is going to take a long time.

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Question: do we have the ability to put in an image or a gif into a tutorial? I’m wondering if us having an image/gif of a situation where the ATP bar isn’t fully covering movement costs beforehand will be really informative to the player.

Also since we’re focusing a bit on the process panel: would it be useful/easy to have stats in that panel showing your ATP demands for osmoregulation, movement, and your current total ATP being generated at the moment? I drew a quick concept for that below:

I know the latter part isn’t directly related to the topic of a tutorial. But thinking about it more, I’m starting to wonder if organizing the Cell Process section and having a good tutorial for that panel would be a great way of letting new players understand fundamentals, useful as a reference for when things start going wrong.

If organized well, we could directly point out the Substrate to ATP to Costs pipeline in the process panel, and give players a basic way to understand how metabolism works. The editor tools give you an understanding of your metabolism and how your food sources can power your organism, but the process panel can be really useful for demonstrating live-gameplay situations.

Yes, but it needs to be programmed from the ground up (Godot can obviously display animated stuff, but we have nothing related to that set up within the tutorials).

How would this fit? The tutorial boxes are small so like 200x200 pixels is the max image that would fit.

I think your drawing is showing incorrect numbers, because cells always stop at equilibrium, meaning that the generated ATP is only ever as much as the current ATP drain. Also in your image I assume each individual consumption is summed up? So that no separate values are shown.

I suppose it is technically possible to implement this, however it will be quite difficult as nothing in the game is setup to track the ATP drains, they just happen. But technically it would be possible to implement this but there’d be various tricky parts, like probably needing to smooth the values over time.

But is it worth it to implement this? Because the player would most of the time see a number that’s like 8/8 when not moving and 12/12 when moving. Only when the first number goes below the second one would something happen. And most of the time the players would be in early game who might be confused so it likely would take less than a second for all of their ATP to be drained away anyway.

So a much easier system that would have basically the same effect would be to check if the player has less than 25% ATP stored, and if so show like some red text like “ATP generation deficit, cell will die” and if any ATP producing process has a missing input (red number), there could also be like all caps red text saying “ACQUIRE MORE GLUCOSE” or whatever compound is too low.

That would take like 30-60 minutes to implement compared to like 3-4 hours and even more if there’s any unforeseen problems with the ATP indicator approach.

So that’s my 2c from the implementation difficulty viewpoint.

This would only work in the starting dying scenario if the player has the process panel already open when the problem starts. I don’t think anyone’s first guess would be to check the process panel to understand what is going wrong in their emergency. Though I guess if we properly prime the player about that with tutorials, they might after dying open the process panel and keep it open until the problem to see what’s wrong.

Actually what could help with the understandability would be the hints system telling the player they are getting low on glucose (for example) and need to get more. I don’t think any upgrades to the process panel are likely to help in this situation.

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Yeah, good points there. I agree with your hint popups, and I guess the ideal implementation method is probably describing how metabolism works, point some attention towards the process panel, and then have context-dependent hints give some information.

One thing I noticed when I was playing with the tutorial on: information related to your metabolism can be somewhat separated in the current tutorial, which could be confusing to the player. For example, while ATP and gathering compounds are brought up in the initial lifespan, explaining how the ATP budget generally works happens upon the second trip to the editor.

Having the tutorial flow like the way you mention here:

could be a pretty good help with this. I think we can afford to add a bit more wording (maybe a pop-up) here to make sure the player really understands the basics of what is going on with their metabolism. We could insert some sort of analogy (“think of managing energy as three phases: getting food, generating ATP, using ATP” etc. etc.) in this section.

So I guess adding wording is helpful in some sections. But we should be really mindful of where to put them.

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The results on the poll about the initial message are inconclusive.

So let’s talk about those a bit more.

Here’s @Thim’s suggestions:


Vents

On a distant alien planet, eons of volcanic activity and meteor impacts have re-arranged matter into a remarkable new form.

Life.

This simple bubble has the ability to maintain a different environment inside of itself than in the water outside. In time, it may grow into a complex species that dominates the stars.

But first, you will need to survive.

Panspermia

On a distant alien planet, a meteor has impacted after travelling vast astronomical distances carrying within it the seeds needed for a new phenomenon on the planet.

Life.

This microbe is generalized enough to survive in this ocean just as well as on that distant home world. Perhaps, one day, this microbe’s distant decendants will find that world again.

But first, you will need to survive.

Warm pond

On a distant alien planet, eons of chemical evolution have built up to self-replicating molecules, and the development of a new phenomenon.

Life.

This simple bubble has the ability to maintain a different environment inside of itself than in the water outside. In time, it may grow into a complex species that dominates the stars.

But first, you will need to survive.


And these are the originals:

Vents

On a distant alien planet, eons of volcanic activity and meteor impacts have led to the development of a new phenomenon in the universe.

Life.

Simple microbes reside in the deep regions of the ocean. You are the Last Universal Common Ancestor (LUCA) on this planet.

To survive in this hostile world, you will need to collect any compounds that you can find and evolve across generations to compete against the other species of microbes.

Panspermia

On a distant alien planet, a meteor has impacted after travelling vast astronomical distances carrying within it the seeds needed for a new phenomenon on the planet.

Life.

Simple microbes reside near the impact site. You are the Last Universal Common Ancestor (LUCA) on this planet.

To survive in this hostile world, you will need to collect any compounds that you can find and evolve across generations to compete against the other species of microbes.

Warm pond

On a distant alien planet, eons of chemical evolution building up to self-replicating molecules have led to the development of a new phenomenon in the universe.

Life.

Simple microbes reside in shallow warm ponds. You are the Last Universal Common Ancestor (LUCA) on this planet.

To survive in this hostile world, you will need to collect any compounds that you can find and evolve across generations to compete against the other species of microbes.


Thoughts? I think that it is a shame that the texts are now so similar so the different starts will feel less different.

I do like the new bits of world building and expectation setting. However we lose the initial priming of the player about finding resources to survive as that’s like the core Thrive gameplay of collecting stuff. And we also lose the mention of LUCA, which I think is a very important bit of tone establishing that Thrive is a game that tries to teach you new real science terms.

I think for me personally the optimal thing would be to slightly grab some of the new world building and graft it onto the original tutorial text.

Hey, if you want more different I could totally draft something more different for each one. I had assumed we like the structure that each one started with “On a distant alien planet” and the second paragraph was just “Life.”

I don’t have super strong feelings about this one though, and I don’t think I’m particularly qualified to write copy for Thrive anyway. I was just kinda having fun with this bit :slight_smile:

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I do think this repetition is fine and good to have some similarity in the very initial message the player sees independent of which life origin they chose.

On reviewing the messages again, I think I mostly got the impression from how similar the vents and panspermia messages in your version are, whereas the old text had much more distinctive impression to me for those two cases. But when reading the old texts again now, they don’t seem to have that much distinction either.

So I guess the problem isn’t really the similarity (however slightly rewording the vents / panspermia starts could alleviate that a bit more) but more about losing the scientific term usage and the mentioning of the core gameplay loop.

Here’s a rework:

  • Vents

On a distant alien planet, eons of volcanic activity in the deep seas have created something remarkable…

Life.

You are the Last Universal Common Ancestor (LUCA) on this planet. This simple bubble can replicate itself from molecules in the water. In time, it may develop into a complex species that dominates the stars.

But first, you will need to survive in this hostile world by collecting compounds to grow, spread out and evolve.

  • Warm Pond

On a distant alien planet, eons of chemical evolution in heated pools have created something remarkable…

(The rest is the same as for the vents.)

  • Panspermia

On a distant alien planet, a meteor has impacted after travelling vast distances, carrying within it the seeds of a new phenomenon on the planet…

Life.

You are the Last Universal Common Ancestor (LUCA) on this planet. This self-replicating bubble can live in this ocean just as well as on its home world. Perhaps, one day, its distant decendants will find that world again.

But first, you will need to survive these hostile waters by collecting compounds to grow, spread out and evolve.

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I think it’s an improvement, but I don’t particularly like the use of “…” I think it implies too much of a pause between the parts of the text, especially as life is on a single line by itself already.

Copying and pasting a potential explanation of metabolism from the Discord for ease of access:

Think of keeping your organism alive as involving three parts: getting food (compounds), making ATP from that food, and spending that ATP.

You generate ATP from the food, or clouds, you gather. From there, your parts process those compounds into ATP. Then, that ATP gets used to keep your cell alive, move, and use abilities.

If you’re not getting enough food, your compound bars will be empty, and ATP production stops. Evolving to be better at detecting or getting clouds/prey will help.

If you’re not producing enough ATP, your ATP bar drains, even if you have food. Removing parts to reduce ATP costs, or adding more internal parts corresponding to your food to better process compounds, will help.

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Here’s my take on the welcome message with a mix of the various things:

I won’t be finishing the tutorial changes today so there’s plenty of time until next week to still tweak the wording.

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