Goalid wrote: » Tutorial island in Sanctus please!
Shoelid wrote: » I don't understand why some people want there to be no tutorial. Online games live and die based on their first impressions. This isn't Minecraft. There are goals set out for players and complex systems that are important to gameplay. There is a story that players will want to be invested in. Players will be pitted against each other, so they should be prepared for that rather than be left to the wolves. A tutorial needs to show people how to interact with the world (movement and controls). It should act as if this is the player's first game, but keep experienced players in mind. It should show people how they can interact with the world (killing monsters, accepting quests, advancing nodes). It should describe the 'what' and 'why' of the world. A good tutorial should be an enjoyable experience, and a player should have some idea of what they want to do once they're done. Anecdotally, BDO is a perfect example of why a game needs a tutorial. I've tried to get into that game on three different occasions and failed all three times.
CROW3 wrote: » BDO had a tutorial, it was tedious and boring. It explained the obvious and said nothing about it’s more over-complicated (and poorly designed) systems (I.e. the labor system). I’m just over the cliched approaches to introducing characters into a world. MMOs aren’t new so why treat players as if they haven’t seen these UX elements at least 10-20 times before? If Ashes wants to help innovate the genre, why not start right from - well - the start? Edit: Here’s what I’d propose - Provide concise, well-written contextual tips that players can toggle on or off when players are doing something new such as crafting, or speccing your character - Add NPCs that can offer guidance, again contextually, the injured carpenter, the retired guard, the ragged pet master etc. Err on the side of immersion over exposition - Allow other players to flag themselves as advisors who can be contacted in game for specific topics (Dear Nagash, I need to resurrect my undead carrot, what’s the best way to do this?) - All of this can be done whoever the character starts the story without doing the same old, tired cliche of being conveniently shipwrecked on an island devoid of danger, filled with supplies, and populated with just enough experts to help you and every other ‘hero’ just like you to miraculously escape. 🧐🙄🤢🤮 A small team with 6 hours, 3 dozen donuts, and a pony keg can come up with 10-15 solid alternatives to the starting experience. So, let’s not settle for 1997. Not that I have a strong opinion on the matter.
MMOs aren’t new so why treat players as if they haven’t seen these UX elements at least 10-20 times before?
Shoelid wrote: » My personal belief is that every game should treat its player as if their player has never touched a video game before. I think that can be accommodated without frustrating veteran players. What I think is interesting is that you basically proposed the Vanilla WoW tutorial. In my last post, I was pretty close to describing why I think the original WoW tutorial is best, but opted not to. I'll do so briefly here.