The multiplayer hiking game Big Walk features a tutorial that transforms the typical learning curve into an engaging and enjoyable experience, according to a review from Kotaku. Rather than a series of dry instructions, the tutorial acts as a playful "playground" where players can naturally discover the game's mechanics.
Upon starting, players find themselves in a large room resembling a child's playground. This space allows for non-linear exploration, meaning players might encounter tutorial elements in a different order. As players move through the environment, they can discover various interactive objects and learn controls organically. For instance, players can find and experiment with basic actions like sprinting, jumping, crouching, and sitting, with visual cues provided on signs. These mechanics can be immediately tested on playground equipment, such as a slide.
The tutorial further introduces more complex interactions, such as picking up and activating orbs that function as lights, and interacting with buttons that control lights. Players are also given access to cowbells with different pitches and a system for gestures and text chat. Crucially, these elements are presented as toys to be experimented with, rather than mandatory learning objectives.
A key aspect contributing to the tutorial's success is the simultaneous presence of other players. The shared playground environment encourages social interaction, with players calling out to each other, ringing cowbells, and generally creating a chaotic, fun atmosphere. This social element transforms the learning process into a communal activity, akin to "being tossed into a toy room."
The design intentionally avoids lengthy explanations or enforced learning sequences. Instead, it relies on players discovering the utility and function of items through play. The game does not interrupt progress with mandatory steps or condescending explanations. The mechanics introduced, such as the light orb, are presented as they will function in the main game, fostering a sense of immediate understanding and reducing the feeling of being in a traditional, restrictive tutorial.
This approach means that most of the game's mechanics are learned through this initial interactive period. After the tutorial concludes, players are funneled towards the game's exit. They can even take some items, like the discovered lights and cowbells, with them into the main game. The tutorial environment ultimately serves as an introduction to the game's core loop: a long hike with friends, where getting lost is part of the adventure.