You are quite correct. The achievements do, to an extent facilitate some aspects of the learning process. However, there are other aspects that are not covered by them. Indeed, some cannot, either due to technical limitations (such as difficulty in identifying a "house" making a shelter building achievement impractical)
Well, this can be facilitated through "craft some torches" to "place torches on the side of blocks" as an achievement.
or the fact that the achievement would be taken as frivolous or condescending.
As unfortunate as it is, some actually already consider achievement systems to be frivolous.
... checking the achievements for hints as to how to play is itself not an immediately apparent course of action.
Just as we have an achievement get, another grayed out pane can go under it for "achievements to get" or "next achievement"; Hell, just having the next sequentially unacquired achievement take up that screen real-estate would be welcome; so long as it can be toggled visible/hidden.
Secondly, and because achievements cannot cover everything, there would need to be something to fill in the gaps. A tutorial or help menu is the most logical source for information, and it must by nature include information even if it would be redundant to the achievements, lest the absence be seen as a flaw in teaching the player.
Having a basic help guide to subsidize the achievement system is a pretty good idea; as long as it's a compendium to the achievement system.
As an example with the "place torches on walls" achievement that I detailed from earlier, the help file would go further indepth stating that monsters like to spawn in low light conditions so a player needs to place torches periodically as opposed to placing 1 torch ever to keep monsters away.
A player is, in my opinion, generally quite intelligent. All you have to do is do a "make some torches" and "make a door" achievement and the player will have some observation that the wise choice would be to make a walled in structure. Their first spider will teach the player the value of a ceiling. In the torch help page, also make a note "glass helps create windows for the player to see through" and the player will immediately begin to think "wait, I can make glass in this game?!" and then experiment on how to make the window without you explicitly giving a tutorial on how to "craft" them. This could likewise be facilitated through achievement "Pane in the glass" which says to acquire glass.
I do agree that it's best to let the player find out as much on their own as possible. Perhaps ironically, though, that is exactly why I am in favour of a tutorial. By doling out controlled amounts of information in game, you can influence how much the player knows and how much they have to figure out. If the player looks up information on their own, on the other hand, there is no limit on what they can find out, greatly impacting the process of discovery. I think any disagreement we have primarily comes down to a difference in approaches. However, it is important to acknowledge those differences in approach. This is why I feel an optional tutorial would best benefit all parties. Those who do not want or need a tutorial would simply ignore it, with no harm done. On the other hand, an obvious and readily accessible source of simple information would be of great help to those needing an extra push, and once again to restate myself, could be done in such a way as to allow them a more fulfilling experience than simply looking up everything.
Yes, the difference is all in the approach. I find that most tutorials are slow-paced and agonizing; especially if they're not skippable. If you can skip them, then the concept that I propose is no different than yours, just done through a system of achievement.
One key difference is; with achievements, new players with a perfectionist core will actively seek to complete the achievement allowing them to learn something they would have otherwise not known. With a tutorial, those who chose to skip it will be bereft of this knowledge.
You are quite correct. The achievements do, to an extent facilitate some aspects of the learning process. However, there are other aspects that are not covered by them. Indeed, some cannot, either due to technical limitations (such as difficulty in identifying a "house" making a shelter building achievement impractical) or the fact that the achievement would be taken as frivolous or condescending. Beyond this, though, there are two other considerations. Firstly, checking the achievements for hints as to how to play is itself not an immediately apparent course of action. Secondly, and because achievements cannot cover everything, there would need to be something to fill in the gaps. A tutorial or help menu is the most logical source for information, and it must by nature include information even if it would be redundant to the achievements, lest the absence be seen as a flaw in teaching the player.
I do agree that it's best to let the player find out as much on their own as possible. Perhaps ironically, though, that is exactly why I am in favour of a tutorial. By doling out controlled amounts of information in game, you can influence how much the player knows and how much they have to figure out. If the player looks up information on their own, on the other hand, there is no limit on what they can find out, greatly impacting the process of discovery. I think any disagreement we have primarily comes down to a difference in approaches. However, it is important to acknowledge those differences in approach. This is why I feel an optional tutorial would best benefit all parties. Those who do not want or need a tutorial would simply ignore it, with no harm done. On the other hand, an obvious and readily accessible source of simple information would be of great help to those needing an extra push, and once again to restate myself, could be done in such a way as to allow them a more fulfilling experience than simply looking up everything.
I'd just like to remind everyone that the OP said the tutorial would be a world-type, meaning it's completely optional. When you start a new world you can choose the normal world (or a flat one) or you can choose a tutorial. This way if you want the new player experience you can still have it, or if you want to be taught the controls you can use this tutorial.
I support the idea as long as a tutorial is a world-type or game-mode.
Not quite...
I was saying that there would be a world already there (much like a custom map) that you would find in your singleplayer world list. Otherwise, it's 100% the same.
Yes, the difference is all in the approach. I find that most tutorials are slow-paced and agonizing; especially if they're not skippable. If you can skip them, then the concept that I propose is no different than yours, just done through a system of achievement.
One key difference is; with achievements, new players with a perfectionist core will actively seek to complete the achievement allowing them to learn something they would have otherwise not known. With a tutorial, those who chose to skip it will be bereft of this knowledge.
It is 100% skippable, but you can always go back to it.
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I was saying that there would be a world already there (much like a custom map) that you would find in your singleplayer world list. Otherwise, it's 100% the same.
No, there has never, ever been a sandbox game with a story or ending... except Grand Theft Auto... and Saints Row... and Red Dead Redemption... and Crack Down... and Assassins Creed...
Actually, I find the current method of using achievements as a tutorial rather odd. Especially with the prerequisite system it has, it means that not only are most of the "achievements" for stuff you do normally on the first day, but you might not even be able to get the higher end achievements you actually notice, like When Pigs Fly (because, for example, you don't make crappy wooden tools).
I'd rather see the tutorial stuff separated, so that the achievements can be for actual achievements.
First time I played survival I didn't even know about crafting, and figuring out how much there was to discover and create was amazing.
A very basic tutorial could be implemented that covers walking, jumping, breaking and placing blocks, inventory management and some basic crafting, but more than that and you will spoil the fun of the game imo.
I wouldn't use a special tutorial map but instead a box you can check in the create world menu that gives the player pop up tutorials in a new world.
Good idea, only problem is that a lot of first-timers will miss that. There is no way to miss a world in your worlds list that says 'Tutorial'.
Actually, I find the current method of using achievements as a tutorial rather odd. Especially with the prerequisite system it has, it means that not only are most of the "achievements" for stuff you do normally on the first day, but you might not even be able to get the higher end achievements you actually notice, like When Pigs Fly (because, for example, you don't make crappy wooden tools).
I'd rather see the tutorial stuff separated, so that the achievements can be for actual achievements.
I concur.
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Just to make sure no one necros this with, I want everyone to see the following: http://www.minecraft...le-for-testing/
Congrats, you have your tutorial.
Maybe I missed something, but what does you link have to do with tutorials?
Maybe I missed something, but what does you link have to do with tutorials?
It talks about the demo and the bonus chest, but neither of those are real tutorials. The demo is simply a trial for people who want to know what the game is like, and the bonus chest just gives you some additional resources to start out with. Neither of those are tutorials like we have described, that would teach controls and general gameplay of the game.
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"Victory is like a watermelon. It's hard to spell and it tastes good."
Just to make sure no one necros this with, I want everyone to see the following: http://www.minecraft...le-for-testing/
Congrats, you have your tutorial.
I didn't see anything about a tutorial there, only a demo. You also don't seem to be particularly thrilled about it.
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
So as a summary:
- A tutorial is needed and MUST be optional.
- It can be categorized in different sections/separate tutorials.
- It should be in a different world. (First learn, than play)
- Aside from the achievements.
- And what if some tutorials are unlocked after certain conditions (specific achievement is taken)
-I have stated multiple times that the tutorial is optional. No need to worry about it.
-The tutorial isn't meant to cover much. It's just to teach you how to walk and small stuff like that.
-Its a world in which you learn AND play.
-No worry, no achievements.
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Well, that hurts my vote there. The achievement system is already there to act as a primitive tutorial, it need only be expanded to encompass all basic game-play mechanics. Essentially, if the facility already exists, then why create a new facility, that seems really damn redundant.
Here's how my point goes: If the tutorial is in the form of an expanded and fleshed out achievement system, then full steam ahead as it covers these points:
PASS - Tutorial is streamlined and transparent
FAIL - Achievement system is not bulked up with frivolous details
PASS - Tutorial is informative and helpful
PASS - Tutorial encourages freedom of thought and experimentation
PASS - Tutorial also plays actively into the game for perfectionists.
PASS - Expert players may learn something new by exploring the achievement system
PASS - Tutorial is non-invasive and doesn't drag out the pace.
PASS - Tutorial allows player to learn at their own pace and improve as they wish
PASS - Tutorial allows player to easily revisit older lessons/achievements
PASS - Tutorial allows world to persist after lesson is complete.
9/10 passes
With a tutorial menu/world:
FAIL - Tutorial is streamlined and transparent
PASS - Achievement system is not bulked up with frivolous details
PASS - Tutorial is informative and helpful
FAIL - Tutorial encourages freedom of thought and experimentation
FAIL - Tutorial also plays actively into the game for perfectionists.
FAIL - Expert players may learn something new by exploring the achievement system
FAIL - Tutorial is non-invasive and doesn't drag out the pace.
PASS - Tutorial allows player to learn at their own pace and improve as they wish
PASS - Tutorial allows player to easily revisit older lessons/achievements
FAIL - Tutorial allows world to persist after lesson is complete.
4/9 passes
If you feel that my fail/pass chart is biased or doesn't represent the full picture, let me know and I'll update it as best I can.
Well, that hurts my vote there. The achievement system is already there to act as a primitive tutorial, it need only be expanded to encompass all basic game-play mechanics. Essentially, if the facility already exists, then why create a new facility, that seems really damn redundant.
Here's how my point goes: If the tutorial is in the form of an expanded and fleshed out achievement system, then full steam ahead as it covers these points:
PASS - Tutorial is streamlined and transparent
FAIL - Achievement system is not bulked up with frivolous details
PASS - Tutorial is informative and helpful
PASS - Tutorial encourages freedom of thought and experimentation
PASS - Tutorial also plays actively into the game for perfectionists.
PASS - Expert players may learn something new by exploring the achievement system
PASS - Tutorial is non-invasive and doesn't drag out the pace.
PASS - Tutorial allows player to learn at their own pace and improve as they wish
PASS - Tutorial allows player to easily revisit older lessons/achievements
PASS - Tutorial allows world to persist after lesson is complete.
9/10 passes
With a tutorial menu/world:
FAIL - Tutorial is streamlined and transparent
PASS - Achievement system is not bulked up with frivolous details
PASS - Tutorial is informative and helpful
FAIL - Tutorial encourages freedom of thought and experimentation
FAIL - Tutorial also plays actively into the game for perfectionists.
FAIL - Expert players may learn something new by exploring the achievement system
FAIL - Tutorial is non-invasive and doesn't drag out the pace.
PASS - Tutorial allows player to learn at their own pace and improve as they wish
PASS - Tutorial allows player to easily revisit older lessons/achievements
FAIL - Tutorial allows world to persist after lesson is complete.
4/9 passes
If you feel that my fail/pass chart is biased or doesn't represent the full picture, let me know and I'll update it as best I can.
Before I address the fail/pass chart (which I won't be able to do for a while, sadly), I would like to point out that the tutorial system is flexible and interactive. The achievement system was meant for what it's name is: achievements. If you tried to make a tutorial out of achievements then not only would the tutorial be unskippable, but also extremely rigid and vague (ie: the railroad achievement says you have to travel 1km. Not many people know that 1km=1000m, and 1000m=1000 blocks).
I'll answer the chart at a later date.
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
I didn't see anything about a tutorial there, only a demo. You also don't seem to be particularly thrilled about it.
Given that it has been added, don't you think that you should try to work with that? What about implementing instructions into the demo world, rather than a user-created one? I understand you want one, but work with what you've got; you have a demo version now, if you suggest it, it could provide a tutorial world for new players that old players can ignore right off the bat.
I don't know how people got the idea that I was referring the chest. I was strictly about the demo.
And of course I'm not thrilled about it. I didn't like the idea in the first place, is there a reason I should go rainbows and ponies on it now?
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[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Before I address the fail/pass chart (which I won't be able to do for a while, sadly), I would like to point out that the tutorial system is flexible and interactive. The achievement system was meant for what it's name is: achievements. If you tried to make a tutorial out of achievements then not only would the tutorial be unskippable, but also extremely rigid and vague (ie: the railroad achievement says you have to travel 1km. Not many people know that 1km=1000m, and 1000m=1000 blocks).
I'll answer the chart at a later date.
An achievement is waking up in the morning, walking to the bus stop/car, going to work/school. If you have achieved something, it is an achievement.
The tutorial would also be skippable as you wouldn't have to do it, and it isn't as rigid as one thinks. All it takes is "make a torch" and "make a door" for the player to have a basic understanding. Hell, half of the achievements are already tutorial format anyway (open inventory, make a work bench, make a pick, make a shovel, make a sword, make an upgraded sword, make iron tools, etc.), if you expand those details, I'm not sure where the problem lies outside of making the achievements more bulky.
Given that it has been added, don't you think that you should try to work with that? What about implementing instructions into the demo world, rather than a user-created one? I understand you want one, but work with what you've got; you have a demo version now, if you suggest it, it could provide a tutorial world for new players that old players can ignore right off the bat.
I don't know how people got the idea that I was referring the chest. I was strictly about the demo.
And of course I'm not thrilled about it. I didn't like the idea in the first place, is there a reason I should go rainbows and ponies on it now?
I understand that you were talking about the demo, but the demo isn't a tutorial. A tutorial is a learning section of the game (usually in the beginning) where a player figures out how to play. A demo, on the other hand, is a sample of the game that may or may not contain the tutorial.
In other words, a demo is a product while a tutorial is a part of the game. Two different things.
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
An achievement is waking up in the morning, walking to the bus stop/car, going to work/school. If you have achieved something, it is an achievement.
The tutorial would also be skippable as you wouldn't have to do it, and it isn't as rigid as one thinks. All it takes is "make a torch" and "make a door" for the player to have a basic understanding. Hell, half of the achievements are already tutorial format anyway (open inventory, make a work bench, make a pick, make a shovel, make a sword, make an upgraded sword, make iron tools, etc.), if you expand those details, I'm not sure where the problem lies outside of making the achievements more bulky.
If the achievements could pop up on different parts of the screen (overlay, GUI, HUD, etc.) and point to stuff or tell you what to do on the mouse/keyboard BEFORE you do something, then I am all for achievements. The problem is that they usually go off AFTER you blunder over something (ie. opening our inventory, crafting something, killing a monster), so they don't tell you much that you don't already know.
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
If the achievements could pop up on different parts of the screen (overlay, GUI, HUD, etc.) and point to stuff or tell you what to do on the mouse/keyboard BEFORE you do something, then I am all for achievements. The problem is that they usually go off AFTER you blunder over something (ie. opening our inventory, crafting something, killing a monster), so they don't tell you much that you don't already know.
The only tutorial in Minecraft is " Press 'E' to Open Up Your Inventory "
The only tutorial in Minecraft is " Press 'E' to Open Up Your Inventory "
And it's not enough, is it?
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
If the achievements could pop up on different parts of the screen (overlay, GUI, HUD, etc.) and point to stuff or tell you what to do on the mouse/keyboard BEFORE you do something, then I am all for achievements. The problem is that they usually go off AFTER you blunder over something (ie. opening our inventory, crafting something, killing a monster), so they don't tell you much that you don't already know.
I already covered this point. Lets say you have achievements you earned as full color in upper-right hand corner of screen. Right below it would be a greyed out "next achevement" or "not get" of what's to be achieved next. It would be unassuming.
The basics would be "Moving forward" which is completed when the player presses W, A, S, or D. "Outlook on life" would be moving the mouse around to change camera angles. "Jump for Joy" would be pressing space for jump. Press E to access inventory screen.
Then it would get into the gathering achievements necessary for gameplay, "Lumberjack" would be acquiring a log, etc. etc.
In this sense, achievements should be strongly front-loaded to be new-player accessible, and then there's a natural progression of simple to difficult achievements as the player continues onward with the implied goal that the player wants to accomplish all of the achievements on a world.
As an example with the "place torches on walls" achievement that I detailed from earlier, the help file would go further indepth stating that monsters like to spawn in low light conditions so a player needs to place torches periodically as opposed to placing 1 torch ever to keep monsters away.
A player is, in my opinion, generally quite intelligent. All you have to do is do a "make some torches" and "make a door" achievement and the player will have some observation that the wise choice would be to make a walled in structure. Their first spider will teach the player the value of a ceiling. In the torch help page, also make a note "glass helps create windows for the player to see through" and the player will immediately begin to think "wait, I can make glass in this game?!" and then experiment on how to make the window without you explicitly giving a tutorial on how to "craft" them. This could likewise be facilitated through achievement "Pane in the glass" which says to acquire glass.
Yes, the difference is all in the approach. I find that most tutorials are slow-paced and agonizing; especially if they're not skippable. If you can skip them, then the concept that I propose is no different than yours, just done through a system of achievement.
One key difference is; with achievements, new players with a perfectionist core will actively seek to complete the achievement allowing them to learn something they would have otherwise not known. With a tutorial, those who chose to skip it will be bereft of this knowledge.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
My name is GUMMANDO, and I support this message.
Not quite...
I was saying that there would be a world already there (much like a custom map) that you would find in your singleplayer world list. Otherwise, it's 100% the same.
It is 100% skippable, but you can always go back to it.
Meh, same difference.
I'd rather see the tutorial stuff separated, so that the achievements can be for actual achievements.
All I have to say is... DAMN STRAIGHT
Good idea, only problem is that a lot of first-timers will miss that. There is no way to miss a world in your worlds list that says 'Tutorial'.
I concur.
http://www.minecraftforum.net/news/474-minecraft-snapshot-12w16a-available-for-testing/
Congrats, you have your tutorial.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
It talks about the demo and the bonus chest, but neither of those are real tutorials. The demo is simply a trial for people who want to know what the game is like, and the bonus chest just gives you some additional resources to start out with. Neither of those are tutorials like we have described, that would teach controls and general gameplay of the game.
I didn't see anything about a tutorial there, only a demo. You also don't seem to be particularly thrilled about it.
-I have stated multiple times that the tutorial is optional. No need to worry about it.
-The tutorial isn't meant to cover much. It's just to teach you how to walk and small stuff like that.
-Its a world in which you learn AND play.
-No worry, no achievements.
Here's how my point goes: If the tutorial is in the form of an expanded and fleshed out achievement system, then full steam ahead as it covers these points:
PASS - Tutorial is streamlined and transparent
FAIL - Achievement system is not bulked up with frivolous details
PASS - Tutorial is informative and helpful
PASS - Tutorial encourages freedom of thought and experimentation
PASS - Tutorial also plays actively into the game for perfectionists.
PASS - Expert players may learn something new by exploring the achievement system
PASS - Tutorial is non-invasive and doesn't drag out the pace.
PASS - Tutorial allows player to learn at their own pace and improve as they wish
PASS - Tutorial allows player to easily revisit older lessons/achievements
PASS - Tutorial allows world to persist after lesson is complete.
9/10 passes
With a tutorial menu/world:
FAIL - Tutorial is streamlined and transparent
PASS - Achievement system is not bulked up with frivolous details
PASS - Tutorial is informative and helpful
FAIL - Tutorial encourages freedom of thought and experimentation
FAIL - Tutorial also plays actively into the game for perfectionists.
FAIL - Expert players may learn something new by exploring the achievement system
FAIL - Tutorial is non-invasive and doesn't drag out the pace.
PASS - Tutorial allows player to learn at their own pace and improve as they wish
PASS - Tutorial allows player to easily revisit older lessons/achievements
FAIL - Tutorial allows world to persist after lesson is complete.
4/9 passes
If you feel that my fail/pass chart is biased or doesn't represent the full picture, let me know and I'll update it as best I can.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Before I address the fail/pass chart (which I won't be able to do for a while, sadly), I would like to point out that the tutorial system is flexible and interactive. The achievement system was meant for what it's name is: achievements. If you tried to make a tutorial out of achievements then not only would the tutorial be unskippable, but also extremely rigid and vague (ie: the railroad achievement says you have to travel 1km. Not many people know that 1km=1000m, and 1000m=1000 blocks).
I'll answer the chart at a later date.
Given that it has been added, don't you think that you should try to work with that? What about implementing instructions into the demo world, rather than a user-created one? I understand you want one, but work with what you've got; you have a demo version now, if you suggest it, it could provide a tutorial world for new players that old players can ignore right off the bat.
I don't know how people got the idea that I was referring the chest. I was strictly about the demo.
And of course I'm not thrilled about it. I didn't like the idea in the first place, is there a reason I should go rainbows and ponies on it now?
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
The tutorial would also be skippable as you wouldn't have to do it, and it isn't as rigid as one thinks. All it takes is "make a torch" and "make a door" for the player to have a basic understanding. Hell, half of the achievements are already tutorial format anyway (open inventory, make a work bench, make a pick, make a shovel, make a sword, make an upgraded sword, make iron tools, etc.), if you expand those details, I'm not sure where the problem lies outside of making the achievements more bulky.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
I understand that you were talking about the demo, but the demo isn't a tutorial. A tutorial is a learning section of the game (usually in the beginning) where a player figures out how to play. A demo, on the other hand, is a sample of the game that may or may not contain the tutorial.
In other words, a demo is a product while a tutorial is a part of the game. Two different things.
If the achievements could pop up on different parts of the screen (overlay, GUI, HUD, etc.) and point to stuff or tell you what to do on the mouse/keyboard BEFORE you do something, then I am all for achievements. The problem is that they usually go off AFTER you blunder over something (ie. opening our inventory, crafting something, killing a monster), so they don't tell you much that you don't already know.
The only tutorial in Minecraft is " Press 'E' to Open Up Your Inventory "
And it's not enough, is it?
I already covered this point. Lets say you have achievements you earned as full color in upper-right hand corner of screen. Right below it would be a greyed out "next achevement" or "not get" of what's to be achieved next. It would be unassuming.
The basics would be "Moving forward" which is completed when the player presses W, A, S, or D. "Outlook on life" would be moving the mouse around to change camera angles. "Jump for Joy" would be pressing space for jump. Press E to access inventory screen.
Then it would get into the gathering achievements necessary for gameplay, "Lumberjack" would be acquiring a log, etc. etc.
In this sense, achievements should be strongly front-loaded to be new-player accessible, and then there's a natural progression of simple to difficult achievements as the player continues onward with the implied goal that the player wants to accomplish all of the achievements on a world.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)