Originally Posted by Rya
I disagree that it's impossible to account for that. As developer you might have some subject blindness and won't realize that there are issues, but you could learn about it by watching other people playing your game for example.
It's definitely a sign that the explanation isn't good enough, even if others didn't have that problem. It's also a sign that the game designer didn't put enough effort into investigating and testing this.
There are much more problems with that tutorial too. For example it doesn't even tell you in the first place that you are supposed to actually avoid an attack (the screen that tells you about it pops up after you succeeded the tutorial). All of this is just objectively bad, really.
I'm also at least not the only one that had the problem: https://www.gamefaqs.com/boards/1670...seria/74934513
I found a playthrough video
of the tutorial you're talking about so I could get a better look at how it's done. The guy playing also seemed to have some initial problems doing it, and the language it uses could be misunderstood a little bit: "Provoke the enemy to attack, then perform a quickstep with LB+stick." To me that wording implies you're going to be dodging an attack, and from an avid action-game player perspective, that kind of combat mechanic would be second nature to me: you hold the block button and try to dodge before their attack hits you. That's a really normal thing to have in an action game and it's been in other Tales games too.
So yes, it is still a failure on Namco's part to have awkward tutorials (and it's definitely awkward, the enemy doesn't have nearly enough wind-up time on her attacks to really telegraph that she's about to hit you, but that's also a consequence of how Tales games generally are designed too), with no work arounds if the player doesn't get it, but on the other hand, I'm sure they expect their players at this point to have action game experience and/or have played previous Tales games. That's what I meant when I said it's basically impossible to account for everyone: you always have to assess if it's worth accommodating players who are less (or more!) savvy in whatever genre your game is. And, well, tutorials in most games are pretty bad in general. So there's that too.