Abdiel Kavash wrote:I personally disagree. (And I must stress that this is my personal opinion as a player, I am not a games designer, I am not trying to tell CCP how to do their job, just sharing my thoughts.)
For some reason many developers in the past few years, now CCP included, pretend that the only interaction a new player has with the game is through the tutorials. They feel the need to explain every tiny bit through lengthy series of "do this, trust me" instructions and/or throw a huge wall of text at the player.
Now I don't know about others, but when I get into a game, especially such a complex one, I tend to do a little bit of reading on it. I knew EVE was advertised as extremely complex, I spent about two weeks browsing the official website, forums, and guides before I even registered to get a feel of the game. Even if one doesn't do this research beforehand, all these resources are readily available - in EVE even without tabbing out of the game through the IGB.
In my opinion the tutorial should explain how to use the UI - how to undock, how to fly your ship, how to shoot at things. As far as I remember that was what it was like when I started. Then there were I think three career agents to show off the various career paths, and off to the real game. The tutorial shouldn't be explaining game mechanics - especially as complex as tracking or fitting ships. These should be explained on the game's webpage in a quick guide, and then in great detail through manuals and gameplay guides.
(Going off on a tangent here, but still related to the NPE - these kind of things are ridiculously difficult to get to from eveonline.com. Personally along with the links "One universe", "The Sandbox" etc. at the top I would add one for "Guides" or "Game Mechanics" or something.)
Quite often showing too much is even worse than showing too little. If the game doesn't explain a mechanic, the player looks for another source of this information. But if the tutorial provides a half-arsed explanation, the player is under the impression that he already understands it, and is content with what he knows. However in fact his understanding is lacking at best and misguided at worst.
The tutorial also shouldn't be explaining how to do things efficiently - as in, how to fit your ships, how to run missions, etc. This is something for the player to explore and discover by themselves. Trying to imprint a certain way of doing things to people early on has the same negative effects as I pointed out above (lack of detail leading to misguided understanding), but also ruins the sense of discovery, trying various approaches and seeing what works - basically everything that makes a game a game, and not just following a set of instructions you read off the screen.
This is not about making the game more difficult for the sake of it being difficult (or conversely easier for the sake of being easier). The information should be readily available,but it shouldn't be forced onto the player in bits and pieces however CCP thinks is the best. I don't like being told by an NPC to fit a web and use it on another NPC. I want to read a little about what webs do, why is it a good idea to use one, and when should one be used.