
Daedra Blue
Atomic Biohazard
0
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Posted - 2012.02.17 11:34:00 -
[1] - Quote
I've always wanted to talk about this. I even did the career missions in order to see how the character start evolved and i noticed many flaws and a bad approach.
1. First of all the game in principle is a large complex cohesion of coexisting forces. By that notion splitting tutorials in careers is just wrong.
2. Too much bla bla to little facts: -Character creation gives absolutely no hard info of the difference in races / factions : Cold hard facts/stats, people love stats. With Tool-tips to info's
Like Gallente (The Greenish Armor with Balsters) - **Close/Midrange (High dmg /short to medium range) - Mostly Armor tank (Armor does not self regenerate) Caldari (The Blueish Shields with Missiles) Amar (Yellow Armor/Shield with Lazorz) Minmatar(Brownish Scrap-metals Shield/Armor - Projectile Weapons)
Picking a bloodline - > Actual fact of what it changes if it does anything. (You get this and this and this skill -> info button to skill info)
People that create a char for the first time have no idea what they are picking. Just like in proper games you have melee/range/magic. There is a easily identifiable difference so must eve have something that is explained properly and people can visualize the difference.
3.I suggest you create a flow line to guide people trough the flow of professions so they can comprehend how things work and how they are interlinked.
For example:
Industrial branch demo: Make them mine -> make them refine -> make them research-> make them produce something -> make them use it -> make them reprocess it -> make them invent something -> make them use the reprocessing to build what they invented.
Explain all alone the way the connections and details of what each step is and how it is linked in the world.
4. Use a proper overlay, u got the screen, pop up stuff all over the place where it is needed to explain things, its a space sim people don't intuitively know what is going on. Show them a solar system, show them where they are and how they move trough that space and what stuff means, planets etc. Use a instance freeze, pause what is going on to explain things, in a battle stuff happens quickly and there are many things to consider you are able to design a mission instance that pauses popups appear that tell people this is the shield here you are dieing, you need to do this, click here > click here this will activate your weapon here -> this will fire your weapon there -> This is the shield of the enemy going down -> so on and so forth.
One proper run trough these will give experience and knowledge to any player and a grasp of what he wants to do.
5. Tutorials will be optional- they can also be tiered - beginner - advanced - expert. Give them temporary skills to make stuff they usually can't. Explain formulas show graphs its a math intensive game most people understand them others will not hence they will be shown on advanced info hover buttons.
Eve is complex and massive. There is never an easy way to explain complex things. But showing people one of each mechanic, and how they interlink will open the eyes to the infinite possibilities. |