
Thrillhouse Van Houten
DIOS EX.
26
 |
Posted - 2013.03.16 08:10:00 -
[1] - Quote
Great series DusterBuster. Hard to argue with basically any point you've brought up.
There are a couple of things. I like idea "a" and the same sort of thing has been kicked around a lot in other "new player" threads. I am also sortof wary of the videos idea. I think the opening tutorial sequence should be short and concise, but cover the new player game mechanics in a very involving and hands on way. I don't think videos every time you turn around is a good idea. Maybe make the tutorial videos its very own tab in the NeoCon that can be referred back to at any point. Exactly like Eve, you shouldn't HAVE to do the distribution tutorial the first time you enter the market or the exploration tutorial because you've fit a core probe launcher. It should be up to the new player. Maybe have a pop-up in the corner saying "oh hey, in case you're curious there is a tutorial available on this topic."
The exception is that beginning sequence. I think right after a person creates a new character, the game should force every player to do it, otherwise you will inevitably have people who choose not to do it and then qq because they don't know how anything works. It should cover basic controls in game and the NeoCon and the communication UI and leave the rest to player selectable tutorials. Keep it short, action packed and cover the basics.
The most important feature is the navigation of the NeoCon in my opinion. It sets up a new players access to every other menu in the game. Next, it should cover the skills menu and the passive and active SP system. Finally, it should cover fitting, let the new player select one of a handful of starter fits related to the career path they wish to start along and have them dive out of a low altitude MCC right into a hectic rogue drone swarm or something. NPC mercs can help them pop them until they are all gone and it could roll to the debriefing screen with the SP and ISK wheels and the killboard and then they could end up in the Merc Quarters, like any other Dust match.
Rather than the bland character creation options we have now, this opening tutorial could have the new players pick each option as the roll out their new character. For example, I think it is silly to have a newbie pick a "career" from the 4 starting skill sets before they even understand what they are picking. Let them decide at the end of the tutorial when they pick a starter fit. Then let THAT be their only 100% free, never goes away fit (arguable but a good idea, imo). All the other starter fits should be militia and cost money to restock. |

Thrillhouse Van Houten
DIOS EX.
27
 |
Posted - 2013.03.17 09:16:00 -
[2] - Quote
DusterBuster wrote: Thanks for your points, and I agree with a few, and I will update the OP to reflect your suggestions.
However, there are just a few things I wanted to clarify, and update here. Are you saying (or do you agree) that there should be a series of live-action tutorials? For example, there would be the main tutorial, which would generally overlay the gameplay, then more specific ones, like ones talking about the HUD and skill training?
So, there would be a button on the neocom entitled 'tutorials'. Under that button, there would be a list of tutorials titled: Starting Your Career, The Fitting Menu, Skill training, etc. The main tutorial would start after character creation, and after completion of the tutorial, you could either go on to the next one, or go to your merc quarters. From the merc quarters, you can access the entire list of tutorials. If you do a certain task (such as fitting an active scanner) you will get a prompt urging you to complete the tutorial if you haven't already.
Is this what you had in mind?
Also, I think forcing people to anything is generally a bad idea. What if you create yourself a second, third, or fourth character; Are you going to want to do the tutorial every time?
I think you should have to do the initial tutorial. If you don't force people to do it, then you will get tons of people who skip it. Some of those people will inevitably skip it that shouldn't have and will not know which way is up...they'll just say "wtf...how do I even play this game?" and then promptly quit without giving it so much as a chance. CCP doesn't need that. The playerbase needs to be nice a large to support their grand scheme of full integration with Eve.
My point was make the initial tutorial interesting and action packed with all the NECESSARY info for a newbie to be successful, but keep it short. Yea...you're forced to do it but it will help you utterly down the line if you grin and bear it. I agree that, in general, forcing players to do anything is a disaster waiting to happen. We aren't talking about the type of players who actively seek out games like Eve, though. FPS players as a demographic tend to emphasize aesthetics, action and arsenals. Better graphics, more explosions and a wide array of firepower. They don't want to sit and read a bunch of info just to start playing, in general, and they don't want to be forced into long, boring Aura tutorials where she talks at you for 25 minutes. All the same, these new players are being introduced to MMORPG elements they tend not to be as familiar with and without immediate help upon entering the game they will probably just move on to the next CoD release.
It is important to note that you would have the option to skip the tutorial on your second and third characters.
Basically, yes, all the other tutorials would be voluntary. An option in the settings could disable situational tutorial pop-ups. The intro tutorial would thinly cover SP, ISK, the skill system, fitting and the market. The NeoCon tutorials would be much more in depth versions regarding all of these basic things. Maybe another for vehicle and installation use. One for objective based maps (Skirmish tutorial) or the differences between Ambush and Skirmish, Merc battles and Corp battles and Faction warfare. One for the communication interface and squad/team mechanics. Maybe another whole one for Corporations and their importance.
|

Thrillhouse Van Houten
DIOS EX.
39
 |
Posted - 2013.03.22 01:21:00 -
[3] - Quote
I totally agree, Cross. Rather than the typical "initial tutorial" and then throw them to the wolves, adding a newbie advances to lowbie advances to experienced player sort of dynamic to the system would not only help retain new people unfamiliar with Dust or games like it but would also help with a smoother transition from fresh meat to skilled veteran.
The learning curve of this game is steep and, right now, new players are practically punished for entering matches with veteran players. Without seeing a viable path to get where those pub-stompers are, the newbie says to himself "how the f*** do these guys play this good with the equipment I have?" Make the notion that slowly improving skills and gear will get you there into more than a notion...make it clear and present fact. It give gamers a goal to shoot for without feeling like a lamb amidst the wolves. |