View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006237 | Valley 1 | Gameplay Idea | Feb 28, 2012 7:03 pm | Feb 28, 2012 7:15 pm | |
Reporter | martyn_van_buren | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.585 | ||||
Summary | 0006237: Intro mission fine-tuning | ||||
Description | Sorry, I'm including a few things here, but they all seem trivial enough not to warrant separate tickets. 1. There are a few places in the tutorial where you can fall in water and it's impossible to climb out, including two in the caves system. It's possible to get out using platforms, but you have to understand the rising mechanic; it's really punishing for a tutorial. Would suggest making it possible to jump out normally. I'm especially confused by water tunnel in the sapphire cave; it leads to a sapphire deposit. You can get to it, but you take a lot of damage on the way and then have to jump on rising platforms to get out --- that seems like it would lead new players into trying something that is basically a bad idea, unless you have a desperate need for sapphire. 2. It would be good if new players got a chance to actually craft a spell at the crafting bench. Perhaps leave a small cache next to it with the ingredients for one of the starting spells? 3. I don't think it's clear that the tutorial is over when you reach the settlement. Would suggest adding a popup or signpost saying "Welcome to settlement one! You're in the real game now." | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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1. That's an important thing to teach players -- if you fall in water, you can die. There are no penalties for this in the tutorial, and the places with deep water are either in short walking distance or have a warp gate right near them. In other words: it's doing exactly what a tutorial should do, and teaching by showing. 2. The equipping at the workbench is all that is needed. The actual act of crafting is not any different; the act of GATHERING the crafting materials is what is hard. So putting a cache next to the workbench would not be teaching anything useful. Our focus the last day or two has been on helping to guide the player out of the world map and beyond into finding the things that they need, which is the real challenge. 3. The tutorial isn't particularly over, because it wasn't a tutorial to begin with -- it was a real part of the game that you could die in. Think of it like the first level of Mega Man X, or the first segment of Super Metroid. It's game all the way down, even if it is teaching you. And in point of fact it does keep teaching you well after you reach the first settlement (that's been the recent focus, as I've noted), so it would kind of be a lie anyhow. The entire first continent, in general, has a mild bit of a training-wheels flow to it -- but even that is misleading. It's training-wheels in the sense that the entire campaign of Warcraft II or Supreme Commander is one big game-that's-also-tutorial. Or the way that the entire world of light in Link To the Past is a game-but-still-tutorial in many respects. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 28, 2012 7:03 pm | martyn_van_buren | New Issue | |
Feb 28, 2012 7:15 pm | Chris_McElligottPark | Internal Weight | => New |
Feb 28, 2012 7:15 pm | Chris_McElligottPark | Note Added: 0019978 | |
Feb 28, 2012 7:15 pm | Chris_McElligottPark | Status | new => closed |
Feb 28, 2012 7:15 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 28, 2012 7:15 pm | Chris_McElligottPark | Resolution | open => won't fix |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |