Pook wrote:
Thuban has reached out and asked me to provide examples for a couple rooms, which I have provided over the weekend. I will be grateful for feedback received. While I am waiting, I can be outlining the rest of the structure. One thing that became clear with the 'interactive' part is keeping what is said at a time to a reasonable amount, so what is being guided through a player can play around with/explore. Then, as I continue to review what hints are, that they also be relevant to guiding the newbie experience, more than a too broad reference themselves.
Mostly the reason for my current investment is I DO have some friends out of state, and a partner, who have wanted to play but have been daunted by the newbie school. They've even mudded before and played table top. It's just how the information that is presented that is cumbersome, and decidedly not fun, especially when there's not a stronger active player base to support. So if we're able to get the newbie school freshened up, we also have a good group of folk to test them with completely fresh eyes.
My partner is also working with me some as I'm putting together what I am to submit, spending time in the newbie school with me, pointing out his questions and doing a lot of 'well what is important I learn here?' 'Everything' is not a great response when it's just slightly dressed up help files currently. 'What is important that I know as a new player specifically, to get started, so I can get out there, RP, and not fall on my face trying to level and interact with the game?' Ah. That's a good question.
To which he also says 'I shouldn't need to have you, or players around to help answer this. The game should be teaching me the answer to this.' I couldn't agree more.
I think your the perfect person to take point on this project.
For the interactive part, I would keep it:
- Simple - Make it player based cause-and-reaction. Player holds scroll. System outputs something descriptive to the player about scrolls.
- Short - Keep it one sentence because I think thats the limit of a player's attention span before you get diminishing returns on player engagement
- Descriptive - descriptive in a way to would trigger the player to say "wow did I do that? thats fun". Focus more on visual language so players can imagine it as they read it. "Energy from the scroll surges up your arm as you hold it giving you the urge to recite it" OR "You feel weakened and fatigued as your stomache grumbles. You should find something to eat"
- Infrequent - maybe limit 1 per room so players dont get spammed. A little of something goes a longer ways than repetitively using it.
- Color - use color as a tool to set the mood and make it more imaginative. Not too much though! Just a dash!
Simple questions you need to ask yourself (I'll answer it based on my opinion. You may have a different opinion):
- What is your objective? A clear/concise objective goal on what you want the player to have learned going through the school. This is the most important part!
- What are list of commands do I expect the player to know when they leave the training school? Make a list of commands that you think is absolutely required to survive.
- What type of players am I trying to attract? More RP dominant players to help color the game and make interaction between players more fun. emotes, pemote, say, tell
- What basic concepts am I trying to teach? Only the most basic tools to help them effectively RP. I would stay away from meta-gaming concepts/commands. Advanced commands can come later.
- What basic combat commands do I need to teach to survive in world of SK? kill, cast, stun, flee, worth, score, area
- What are essential tools for a new player? coins, armor, weapon, companion? (pet store in newbie school), map
- How fast do you want the player progress in the training school? Dont players to grind forever in the training school. Want it easy enough so that when they leave the training school, they dont get shocked on how hard it is to level outside.
- How subtle do you want hints to be? I'd say forget sublety and go straight out obvious. I would use dash to make it super clear that its a command "Energy from the scroll surges up your arm as you hold it giving you the urge to -recite- it"
I've been on plenty of projects that lacked clear concise goals where I'm already knee deep in mud and I'm unable to complete tasks involved due to the lack of direction and purpose.
Due to my time constraint with Fallout 76, I only have time to fulfill more of a supportive role. If you want me to look anything or want my advice on anything, just send me a PM/email. Most likely I would just suggest minor changes that will "attempt" to enhance the player's experience without changing any of the core content unless its glaringly an issue. And give me time because it takes time to be creative