It’s nice and quick and doesn’t overlap with what it’s teaching the player. The player gets their coin, gets some alignment points, can buy the chocolate and move on.
![fable the lost chapters fable the lost chapters](https://i.ytimg.com/vi/d9qZ4oj_PqA/maxresdefault.jpg)
![fable the lost chapters fable the lost chapters](https://i.ebayimg.com/images/g/-GYAAOSweOtgm5b9/s-l1600.jpg)
Let’s take it back all the way to the beginning of the game. Time is of the essence in the tutorial, and the game’s designers could have stripped the content down without losing much of value. How the Tutorials Could Have Been Better Designed
![fable the lost chapters fable the lost chapters](https://m.media-amazon.com/images/I/51CZ8E0VCDL.jpg)
The setting, premise and characters of the game were delivered during and through the tutorials, which makes them a hell of a lot more compelling.
#Fable the lost chapters how to#
How do we know how to use a sword, bow and magic? The Guild Master trained us in those arts for the entirety of our youth! Why is all this happening in the first place? Because everyone you know and love was murdered by bandits, of course! When did we learn how to be good or evil? When we were a child and we learned the ways to manipulate situations for money. Not only that, but the tutorials all had context. When we hit the end of the tutorials and the hero graduated, it felt like we earned the recognition and grew up with him (at least, a little bit). This slight distinction gives us more to act on when we make decisions later in the game. It lets us feel like we became the hero rather than just popping into existence a protagonist. Story is one of “Fable’s” core design elements, and in playing through the tutorial, we were given the chance to experience the development of our hero. Though I won’t argue that the tutorials in “Fable” were good, they did do some things very well.
![fable the lost chapters fable the lost chapters](https://www.old-games.com/screenshot/9566-3-fable-the-lost-chapters.jpg)
In the game’s defense, we still needed guidance because we were never taught the ways of combat. The fact that the game set up tutorials in a way that required such instruction is part of what leads to future problems. The problem stems from the fact that the introductory tutorial is followed up by another lengthy tutorial. We complimented it, because it not only gave us an exposition for the rest of the game, but it also introduced humor and was legitimately fun. Essentially, it taught the player everything that wasn’t combat. In our first post, “ The Introduction Of Morality,” we spoke on how the game was teaching us about morality systems, questing, dialog and interaction with other characters. Putting it simply, we felt the introductory tutorials were too long. If you watched our video on YouTube (at the top of the post), then you’d get the gist of what the tutorials in “Fable” were like (along with our feelings on the matter).