Why Left 4 Dead has the best tutorial ever... and why you never noticed it had one to begin with
Valve is a developer that sands its elbows: they spend a lot of time, money and care smoothing out a mottled fold of wrinkles that few but fetishists would ever consciously notice.
It's the largest part of what makes Valve the kind of developer they are. Valve's games are conservative, but perfect in what they try to accomplish, and the smoothing process makes even the least of their games eminently replayable... which is why they can get away with shipping Team Fortress 2, Portal or Left 4 Dead with so few maps. Those few maps have already been perfectly distilled.
None of this is to say that Valve's smoothing process is the way games should be designed. I use the word "conservative" to describe Valve for a reason: it is impossible to imagine Valve releasing a game like Bioshock, which is a masterpiece precisely for the reason that it makes no bones of being a big moist ball of scabbed, warty elbows. Or think of the the Half-Life 2 episodes, which have basically had their real charm and innovation sandblasted away through endless iteration. But the little details in Valve's games, the ones you only eventually notice, always reveal themselves to be the end result of sopping, moist-brow genius and endless refinement under closer scrutiny.
Which brings us to Left 4 Dead, which has the greatest video game tutorial I've ever seen. It's only a few minutes long, but it is simply soaked in developer perspiration: it is a perfectly distilled primer covering almost every strategy, monster, weapon and hazard in the game. Everyone has played the game has gone through the tutorial, almost all of us multiple times. And yet, if you ask most gamers what they think about Left 4 Dead's tutorial, they'd probably be mystified: "Left 4 Dead doesn't have a tutorial."
It does. It autoplays every time you boot up the game.
A few weeks before Valve released Left 4 Dead on Steam and the Xbox 360, they quietly pushed the opening movie online. I watched it, and honestly, didn't think much of it at the time: it just seemed like standard zombie apocalypse stuff, and not very creative at that. Four survivors navigating dark streets, shooting wildly at zombie hordes while occasionally uttering a catch phrase. Yawn. I expected more from Valve. It was well done for what it was: the cinematography, sound and pacing were excellent. But it all seemed so discordant somehow. So utterly unlike Valve.
I didn't put my finger on it at the time, but what was so discordant about the opening cinematic was really the fact that it existed at all. Valve simply does not explain a game world to you: they drop you into it without the slightest exposition, allowing the environment and characters you meet explain what's going on along the way, but incidentally, as if you — a character in the game world — knew it all along, which you presumably would. This sometimes backfires on Valve: in Half-Life 2, there's something really strange about that mute Lambda maniac never once tapping Barney violently on the sternum to punctuate each word of "What. The. Fuck." But Portal shows just how effective a storytelling technique Valve's method can be. It's not narrative genius. Every creative writing frosh learns Valve's narrative secret: show, don't tell. But in a sea of storytelling amateurs, Valve's method seems positively sophisticated. Which is what is so weird about Left 4 Dead's opening movie. It seemed to tell... and then the story it tells is one of seemingly superfluous consequence.
It wasn't until I actually started playing Left 4 Dead about a week ago that it all clicked for me. I popped the disc into my 360, decided to watch the opening cinematic again, and found myself just as unimpressed as I had been the first time. But when I actually started to play the game, I discovered that I somehow already knew how to play the game. I knew what abilities the zombies I had. I knew what strategies were effective. I knew that a pipe bomb was good for getting the horde away from your group; I knew that when I heard crying, I should shut off my flashlight; I knew that I had to help up fallen team mates, and that I wasn't surprised that I could should my guns when disabled. These are all things that should be surprising "gotchas" during an initial playthrough, but weren't, even though I had shielded myself of any Left 4 Dead previews going into the game. It was only a few days later, watching the opening movie for the third time as I lit myself a smoke, that I realized that weeks before I'd even played the game, I had sat through its tutorial, and that I had passively absorbed all of its lessons. Without once having booted up the game, I knew how to play it.
Here's a brief overview of some of the things Left 4 Dead teaches the player before you even hit the 'Start' button:
Infection and Mutation: It's the least of what Left 4 Dead's opening cinematic does, but two narrative facts are quickly established: the game takes place two weeks after a plague has largely wiped out almost everyone, and that the zombies are only now mutating into more advanced forms, which explains why you'll encounter so few of them as the game progresses. The game world has been established within five seconds of the opening movie starting... there's nothing else you need to know except how to survive.
Crouching and team clustering: As the movie starts, Bill takes point, and crouches before the rest of the survivors so they can shoot over his head, while Zoe covers their back. This is the best way to travel between destinations in Left 4 Dead, maximizing firepower, minimizing friendly fire, and making sure nothing takes the group by surprise.
How to handle a Witch: Investigating crying emanating from a nearby room, Zoe and Bill discover a distraught young woman huddled in a corner, weeping plaintively to herself. When Louis accidentally shines her flashlight on her, though (Bill: "Turn that light out!") she immediately goes on the attack.
The player now knows a number of things about the Witch, one of the most challenging special zombies in the game: she can be heard before she can be seen, she's avoidable and will leave you alone if you don't disturb her, you should turn your flashlight off if you hear her crying and, when spooked, she's incredibly fast and tough to kill.
Doors: As the Witch attacks, Louis slams the door in her face. She breaks through with her arm, and Louis fires through the door at her. How doors work in Left 4 Dead has now been established: zombies don't know how to open them, but can break through them. Likewise, the player can fire through a door at zombies on the other side, but this weakens them, allowing zombies to more easily break into the room.
Stick together: Louis — definitely the idiot of the opening cinematic — sees a helicopter fly overhead, and goes running after it. He's loudly berated by his team: "Stick together!" Sure enough, he immediately runs into trouble. It's a warning to the player: the only way to get through the game is to move as one unit. Idiots who run off on their own will quickly get themselves in trouble they can't handle.
How to handle a Smoker: As the survivors try to disentangle Louis from the zombie horde, Bill is lassoed by the tongue of a Smoker and is incapacitated. Francis shoots the smoker's tongue, causing it to drop Bill. Just like the Witch, the player now knows a number of things about how the Smoker works: it attacks with its tongue from a distance, it can be identified by a cloud of green fog belching from its body, and it incapacitates players until a teammate can rescue them.
Helping incapacitated players to their feet: After Bill is dropped by the smoker, Francis helps him up. This is a small touch, but a nice one: a major gameplay element is that incapacitated players are not immediately ready for combat after the special zombie attacking them has been killed. Another team mate must help the incapacitated player to his feet, during which time both players are vulnerable to attacking zombies.
Pipe bombs: When the Horde gets too much for the survivors to handle, Zoe tosses a pipe bomb. We then cut to a shot of a beeping, flashing pipe bomb landing behind the attacking Horde, at such a distance that the zombies are completely safe from its explosion... yet, curiously, they immediately reverse directions and converge on the bomb, just in time for it to detonate.
When i first saw this part of the opening movie. I arched a quizzical eyebrow: what I'd seen made no sense. Had the zombies run at the bomb to try and defuse it? But it's a perfect description of how pipe bombs in Left 4 Dead work, and because the way pipe bombs work is so counter-intutive, Valve makes a special point of showing them off: pipe bombs attract zombies, and are therefore most useful when thrown as far away from the player as possible. The pipe bomb scene also establishes that zombies are attracted to flashing lights and sirens.
How to handle Hunters: Louis (idiot) again gets himself in trouble, this time being pounced upon by a Hunter zombie, which incapacitates him and claws furiously at his chest until another player pushes it off and shoots it. We now know that Hunters are fast, agile, and, like Smokers, incapacitate players until a team mate can help them.
Shooting prone: After the Hunter is shot off Louis, but before another character can help him up, he is beset by a horde of zombies. While he's being attacked, Louis is able to shoot at them from the ground with his pistols. This is exactly how being incapacitated by a special zombie works in-game, after that zombie has been killed but before a team mate can get you to your feet: you are vulnerable, but not entirely helpless, and can shoot attacking zombies with your pistols but not your main weapon.
Car alarms: In the middle of the street, one of the survivors accidentally shoots a car with a glowing interior, which sets off its car alarm. As a result, the Horde descends on the Survivors. This makes the role of blinking lights and sirens in the game abundantly clear: they always draw the Horde.
It's a lesson that is useful later (for example, during the airport level, a player should know not to go through the metal detector without actually having accidentally triggered it in a previous playthrough) and also establishes how to visually identify alarmed cars.
How to deal with Tanks: Along with the attacking Horde, a Tank is drawn to the Survivors position. "Run or shoot?" Louis asks. "Both," Bill responds. While the Survivors wildly backpedal and fire their weapons at the Tank, it quickly closes in on them, hurling cars and concrete at Survivors that are out-of-reach for melee gelatinization. Before being brought down, the Tank also smashes through some solid brick walls.
Just like the Witch, Smoker and Hunter, the Tank's abilities have now been defined, and the strategy for dealing with them explicitly given to the player. Tanks are strong, melee characters that can only be brought down by coordinated gunfire between all Survivors. You can't simply snipe at them: they will hurl concrete and cars at a player who is out of reach. You also can't put a wall between your team and a Tank, because it will break the wall down. The only way to take down a tank is to run and shoot at the same time: an immobile player will quickly be killed.
Clutching to ledges: After the Tank has been dispatched, Zoe almost falls off the fire escape (in a nice touch, she loses one of her pistols, explaining why she only has one at the beginning of the game). She clutches to the edge of the fire escape until Bill helps her up. It's a small detail, but it does spell out that falling off a ledge is another way in which a player can be incapacitated, and like all forms of incapacitation in Left 4 Dead, only another player can help you up.
Win scenario: As the Survivors take a breather on the roof, a helicopter flies over head, telling all Survivors to head to Mercy Hospital for pick-up. The exact details of this escape will differ between campaigns, but the game's win scenario is always the same: you beat a campaign not by killing a boss, but by making your way to a set location for extraction.
There's a few holes in the tutorial, of course. Boomers are entirely absent from the opening movie, and the player will only discover their abilities and how to deal with them in-game. Molotov cocktails are never used by the players, and shootable gas cans and propane tanks also don't make an appearance, even though they are all important gameplay elements. Additionally, the mechanics of healing and pain pills aren't touched upon. Rescuing dead players is also never mentioned.
Still, overall, Left 4 Dead's opening cinematic is a shockingly complete primer to the rest of the game. With only a few exceptions, almost any player going into Left 4 Dead for the first time will know exactly how to play the game: they already know the gameplay, the weapons, the enemies, the win scenario and the strategies they need to get through the game alive... the only thing not covered in the opening movie is the specifics of the interface.
It is one of the most useful tutorials ever put together: both broad in scope and minute in detail, with no strategy or major gameplay element overlooked. And as much as I love Left 4 Dead, I think the opening movie is probably the most brilliant thing about the game. While other developers put together opening cinematics that ignore the elements of the gameplay to tell a story, Valve made theirs a tutorial... one so subliminal that almost no one realizes they've sat through one.
It is, in my mind, Valve's smoothest elbow.



millenomi
#1 – 6:00 AM December 1, 2008
The in-game hint system ("Press E to help Zoey up ->") quickly explains everything else, which is another cool touch.
mark
#2 – 6:59 AM December 1, 2008
While I really liked this article the elbow imagery was just a little too detailed. I think you crossed that line between joking about a fetish and having one. And now I have way too much information about you to feel totally comfortable reading the blog.
Tom Armitage
#3 – 7:05 AM December 1, 2008
Millenomi - and, if you've played through the director's commentary, you'll know that the in-game hint system also keeps track of which hints it has shown you, what game mechanics you've demonstrated an understanding of and which you might still need help with. I still get told to crouch so people can fire over me, but am no longer told how to bash hunters off friends, for instance.
The directors' commentary is a must-play, incidentally. They have some very sharp cookies at Valve, and, crucially, like paying attention to the details. Lots of attention.
bdjsb7
#4 – 8:06 AM December 1, 2008
Great article, and it reflects how my friends and I initially reacted to the video. Over the weekend, I asked my brother if he had gone back and watched the cinematic again recently. He did, and was as impressed with it as every ne else seems to have been.
Anonymous Anonymous
#5 – 8:35 AM December 1, 2008
The Boomers do make it. They're the first thing Bill mentions - their stinky bile that he wipes onto Francis.
Doesn't explain them as well as the rest, but still.
shMerker
#6 – 9:27 AM December 1, 2008
The "Meet the..." shorts they've been releasing for Team Fortress 2 all serve a similar purpose. There's actually quite a bit of information about gameplay encoded into those videos, from the high level (The heavy weapons guy has a big freakin' gun, the engineer sets up powerful defense turrets) to small details (A sniper should use his machete in close quarters, scouts can out-run level 1 sentries).
Becuase of that and because I had played a demo at PAX I got exactly what they were doing when I first saw that trailer.
John Brownlee
#7 – 10:34 AM December 1, 2008
@5: I never connected that. You're right, it's not explicit, but it's still awesome that it's there. And, of course, that's why the initial Horde attacks Francis.
There's some other stuff I missed too, by the way: for example, the opening movie also establishes that meleeing zombies is a good way to get them off of you at close quarters. Every time I watch it, I notice something new. It really is amazingly well done.
Strophe
#8 – 11:34 AM December 1, 2008
Initial reaction to this headline before reading article: "Nuh-uh!"
But dizzang, you're spot-on. It's quite an achievement to pack that much useful info into 4 min & 40 sec of actual entertainment.
Kudos to Valve for taking it up an intellectual notch. Oustanding article!
freshyill
#9 – 12:20 PM December 1, 2008
I had been thinking the same thing. I never thought about it as a tutorial, but I did notice that they did a really good job of showing off all kinds of different aspects of the game.
Scuba SM
#10 – 2:07 PM December 1, 2008
I wish more games used a similar non-intrusive tutorial. Back in the day, the Splinter Cell Chaos Theory trailers worked in a similar way for me. After watching the trailers a few times, I saw a variety of situations and techniques that I then wanted to try in game, without special prompting. Of course, Valve has made it much more complete and helpful, showcasing nearly every game mechanic, instead of just the showy stuff.
I'm a little amazed at how well Valve toys with my emotions in this game... When one of buddies gets jumped by a hunter or yanked by a smoker, I tend to immediately charge to their aid, guns blazing, regardless of obstacles or swarms of enemies. When one of my teammates gets hit by a boomer, I tend to make myself a meatshield for them.
shMerker
#11 – 3:47 PM December 1, 2008
Just watched it again. I was just noticing how the survivors climbed the fire-escape by first having Bill and Francis watch the bottom and then having Zoey and Louis cover them from above. Really good ladder-climbing technique. They also showcased the distinct calls of most of the special-infected and some of the music cues, particularly the witch's theme.
pizzaboxbeercan
#12 – 7:49 PM December 1, 2008
Left 4 Dead is just a shoot-em -up how- many- I can- kill fest. No need for any extensive tutorial. Just my opinion
bencongdon
#13 – 8:29 PM December 1, 2008
Remember that the core concept here is being a part of a movie. Sure it's a shoot-em-up, but they remained true to that idea so well. The load screens are like movie posters. The credit sequences scroll and look like the end of a movie -- yet they contain all of the level statistics for each player. Even the layouts themselves mimic class zombie run-away paths one might take.
"Go search those houses for something useful" Bill might say. Of course you realize immediately two things will happen. You will get zombies, and you not get any good items. That level of choice is fantastic. Go easy, or take the hard road. Yet, the game is smarter than that as well we know.
It's simple yet super fun entertainment in a game, and it's brilliantly packaged.
Fang Xianfu
#14 – 3:24 AM December 2, 2008
I think you're making more hay out of this than you perhaps should - for example, "incapacitated players are not immediately ready for combat after the special zombie attacking them has been killed" is wrong, and "no strategy or major gameplay element [is] overlooked" is false by your own admission (paragraph beginning "There's a few holes in the tutorial, of course.")
But that's not to say your general point is incorrect. One other thing it teaches players, too: communication is vital. If Bill had been faster telling Louis to turn his light off, the witch wouldn't have attacked. They decide their strategy by talking ("Run or shoot!?") and they tell each other what's going on ("I'll hold them off!")
Too bad most people don't have microphones.
Lemon
#15 – 4:41 AM December 2, 2008
@pizzaboxbeercan Only if you play on the lower difficulties.
StolenName
#16 – 8:58 PM December 2, 2008
Wow, you beat me to teh post, dammit. I watched the opening movie with a friend Sunday night and ended up annotating how the video correlated directly to gameplay. Was going to write a post on it tonight -- guess I'll link to this instead.
To be pedantic, the hunter falls on the car and sets off the alarm -- more an indication to stay away from cars as opposed to not shooting them.
Anonymous Anonymous
#17 – 11:15 AM December 4, 2008
No kidding?
I think most game developers realized this the first time they booted the game.
Anonymous Anonymous
#18 – 2:29 PM December 17, 2008
My favorite online game. I came for the zombies and stayed for the co-op.
MrCriticiseMan
#19 – 9:00 AM March 1, 2009
I have to agree with the first Anonymous, I think this was (should be very obvious) to any designers the first time they play the game after watching it, but I like the way you've isolated all of the tutorials so that everyone can see what you're on about.
"...which is why they can get away with shipping Team Fortress 2, Portal or Left 4 Dead with so few maps. Those few maps have already been perfectly distilled."
I don't entirely agree with this, especially not with TF2.
Portal was successful because it was eminently accessible and short enough for casual gamers to actually complete it, and completing the game was rewarded so unexpectedly well. It's not a hard puzzle game, it's an accessible puzzle game. It's the FPS equivalent of the gentle puzzle games so many middle-aged mothers are playing to kill the hours before their kids come home (I'm not trying to be mysogonistic or ageist here, the sales figures will back me up on this). Okay, it's a little bit more than that because it's also coupled with a lot of well-written dialogue and its production values are higher, but in terms of accessibility that's what it is. The fact that it had few levels initially annoyed me, but because you can complete it in a fairly short time (or just complete it?) and you get a big sense of achievement even if it's not that hard, all of that worked to benefit it. It's definitely not because the puzzles were good, for me they were very shallow and even then they were hinted to oblivion and back.
I have already stopped playing Left4Dead because of the lack of maps. The campaigns are very well designed, but I would wager a lot on the numbers for L4D dropping off quite significantly after about 3-6 months, even though it has a pure multiplayer mode (versus) which should keep attention longer. The fact is multiplayer only has 2 campaigns, which is not enough. Which is why they're already releasing more content. I have no doubt I'll be returning to L4D when the new game mode and versus campaigns are released.
It's all about Valve doing a different release strategy. A good single release would demand a good number of maps. But Valve isn't doing single releases any more, they're doing modular releases. Every time you begin to get bored of a Valve multiplayer game, you get a new module for it.
This brings us back to TF2 with both the additional maps, additional game modes and additional class abilities. Trust me, I would not still be playing TF2 based on the initial release. If TF2 had had no other modules added to it since release it would be a very short-lived experience.
People always seem to think that Valve's polish on its maps justified the initial 6-map release, because that's exactly what Valve told us. If you look at the real reception of those maps now you'll notice that 2Fort is largely avoided, Hydro really isn't that fun and is a bit of a failed experiment, and Granary still receives very mixed reactions, with even Well not being everyone's cup of tea. The same situation Valve was trying to avoid is still the case. People still prefer to play on Dustbowl and Gravel Pit (unless you count the abundant 2Fort-only servers).
I'm not saying TF2 isn't a good multiplayer experience, but I do think that it's really the later maps and unlocks that have retained its playerbase. The Payload game mode has been massively successful (Badwater and Goldrush), as well as cp_badlands and the community-made maps (Steel, Fastlane, Turbine and now Egypt and Junction) helping to bolster what was realistically a fairly weak mapcycle. And the timely release of unlocks coupled with sales promotions have refreshed the playerbase every 3-6 months or so.
But even then the Arena mode has largely failed to impress (the vast majority of servers surgically removing it from the mapcycle) and ctf_well rarely gets much play.
It's really a mixed bag, and proves that there's no surefire recipe for maps for all tastes other than variety.
So for single releases a large variety is paramount for retaining players longterm, but even more effective is content updates according to a modular development/release model.