Hooboy. I’m a UX designer so I’ve thought a LOT about this. I’m glad you’re working on it.
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Currently, the tutorial forces you to give each class a shot and experiment some with their different mechanics. Keep doing this. The game already leans a lot on asking players to memorize journal text in the current system and I would urge against doing more. Mechanics like shaking the musketeer turret to activate healing would actually benefit from being added to the interactive tutorial. Just about anything that you want new players knowing without asking for help would benefit from being shown rather than told. This would prolong the tutorial, so maybe a skip option could be good too.
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I’m a bit fuzzy on this one since it was a while ago and a nice player guided me there. There are a couple of periods in the main quest early on that felt confusing and this is probably one of them. I think it would be worth marking out all the main quests in the journal and doing a pass to make sure each journal entry gives all the relevant information for what you’re currently doing.
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RUNEMAGE. This will get it’s own section at the end. I understand that runemage requires practice and benefits a lot from asking players for help, but the runemage new player experience goes too far. There is no satisfying “ah ha” moment - it’s just frustrating. More on that later.
My second thought here is that it I feel the player should be explicitly told at some point that they should ask for help if they’re stuck. That it’s not only encouraged but literally a part of the game. Orbus is really cool when you get stuck and ask an actual person for help but it’s really uncool when you get stuck and don’t know that you should ask for help. My big “ah ha” moment was that I realized I could go to the fishing spot outside of highsteppe, cast out a line, chat people up, and ask for help on my current quest while fishing. Having a sort of reliable strategy on how to ask for help in the game made getting stuck a cool experience rather than a frustrating one.
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Nothing’s jumping to mind. I actually really like how teleportation and resurrection are just mentioned offhand so that newbies know that they exist, but can’t do them until they ask for help somehow. This is really cool to me. As far as the intro tutorial, I think all the information’s there, but would again benefit from having more being shown interactively rather than being in the book.
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No.
Runemage bonus round:
OK I really want to stress that I understand that runemage is meant to be hard and require assistance from veteran players, the issue is that new players aren’t told this at all. Imagine this.
You’re a new player, you finish the runemage quest, and you’re given your first runes. You get them in your journal and go outside the cave. You start casting and find that you can rarely, if ever get the runes to work. You try for a while, and pull up your journal in front of you trying to figure out why it won’t work. You might even try directly tracing the runes in the journal. This still does not work, and you may even experience the game misinterpreting your spell for something else despite rarely recognizing what you’re casting to begin with.
I’m an 18 runemage, but I cannot begin to describe how frustrating it was when all of it happened to me. Runes not working on a direct trace from the journal especially was maddening and really needs to be addressed in my opinion.
The reality with runemage is that the whole time you’re doing that practice outside the cave, you’re wasting your time. All the starter runes either have objectively better versions that are faster and easier to cast, are cheesable by casting different, simpler drawings, or have “tricks” to draw the runes a certain way to get them to register more often.
What players actually need to be doing when they leave the cave is:
- Find a high level mage
- Ask them to teach you the tricks for each rune
- Practice what you learn from the mage
This isn’t a bad thing. I really like that learning Runemage is complicated and benefits from having a teacher, but I’m sure you can see the problem here. The game is telling players to do one thing and expecting another. It’s saying, “Hey, cast spells as you see in the journal”, then punishing players for doing this with failed casts because what people are actually supposed to do is ignore the game, find a skilled player, and find out from them how to actually play the class in a completely different way.
I really want to stress that I think having to practice spells to be able to do them in combat and needing to seek help from skilled players is a cool part of the learning process in this class - The issue is that players don’t know to do that, and are mislead into thinking they need to do something else (practice from the journal).
…Random side note: I think it would be really cool if you had to discover spell locations in order to cast them. It would encourage asking veteran players for help to find out where spells are while still requiring you to adventure yourself in order to unlock them. Could even be incorporated into the talent system later.