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Zelda Boss Promises to Stop Overdoing Tutorials

Skyward Sword Screenshot

Many will remember back when Skyward Sword out and how there was a really long tutorial session near the beginning of the game. Well, Eiji Aonuma has come out saying he "felt the need to make sure that everyone playing the game understood it." Aonuma goes on to say that the tutorial was "received as a bit of an obstacle" and that he will be "careful not to do that" in future Zelda games such as Zelda Wii U. Check out full quotes after the break...

Schreier: So in Skyward Sword, a few years ago, I think that a lot of people loved that game—I enjoyed that game quite a bit—but one of the biggest criticisms or complaints was that it took a very long time to actually jump into the gameplay because there were a lot of tutorials and a lot of introduction and cut-scenes in the beginning. Then Link Between Worlds came along and you just jumped in right away. So I wonder, when planning for future games, are you going to go more towards that Link Between Worlds approach or Skyward Sword, or something in between? How do you feel about intros and tutorials these days?

Aonuma: Yes. When we created Skyward Sword, I really felt the need to make sure that everyone playing the game understood it. But I also understand now, in hindsight, that when you go out and buy a game, you buy the game because you want to play it, and you don't want to have any obstacles in the way. And I guess it was received as a bit of an obstacle. In a game, it's when you get stuck, when you want that help. And I kinda frontloaded all that in Skyward Sword, and it doesn't really help to get that information when you don't know what to do with it. So that was a real learning experience for me. So I'm going to be careful not to do that.

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