Campaign Intro Design
Posted: Sun Mar 17, 2019 10:36 pm
This isn't a new player's perspective. I may add to this if/when I get the chance to gather that kind of input. However I tried to approach the campaign intro as a new player. I also have some experience with ux & app dev, and have some suggestions I hope will be helpful.
1. Start the player on a blank canvas and introduce game features and assets one at a time. The initial view is going to be jarring, even without placeholder art.
2. Don't use game objects that won't be available in the main game. This will confuse people who learn the bespoke tutorial objects and then have to relearn for the actual objects. So no scrap piles, loaders, or unique power whatsits.
3. All objectives requirements should be ordered and listed top-to-bottom. Each requirement should have a question mark icon to display additional help & tips on hover so that players have a clear path for investigation if they become stuck on one. Don't force the help or tips on them by displaying those separately below.
4. All tutorial messages should come from Compilatron and not some disembodied narrator. Put another way, don't put messages like these up in the top left corner. They should be front and center. I'd propose having Compilatron follow the player closely and indicate he can be clicked to show the current message at any time. The point of all this is to make sure the messages don't get lost in the gui elements while giving the helper character more opportunities to shine.
5. Compilatron should have personality. New players will focus on that. I recommend looking to RPGs where characters are often demonstrating personality through unique grammar, portraits, and sound effects. Speaking of grammar, make sure someone with a firm grasp of the language proofreads each message. Typos can take the player out of the experience like nothing else.
6. When the mission wants to build something for the player, it should instead place ghosts that the player can build at their leisure. Let them dictate the pace, and avoid destroying something the player built before at all cost.
7. Keep all requirements quick and easy. The tutorial asks too much grunt work of the new player for the 2nd location. They will get bogged down and discouraged. Give them as much free stuff as is necessary to avoid this if you can't simplify the requirements. Players need only to demonstrate understanding and recall, not dedication.
8. The alt view should be turned on by default, especially for this audience.
9. Include more cool game elements quickly if the player is ready. A boring tutorial is one that harms the game more than it helps. Personally, I didn't want to explore more of the map at the end because it took a while doing the same really basic tasks to get there. I noticed a car out there. That should be introduced as a way to escape the first site and a more entertaining trip to the water source. Underground belts and splitters should be introduced, not only because they offer lots of interesting options, but also because they make building that 2nd factory easier.
10. When gui windows & elements are being explained, the message should always point to what it's talking about on the screen. Most people are visual and this will help connect the concepts taught to the actual controls they can use. If there aren't any visual controls (like for some hotkey features), then perhaps there should be. Be sure to require the player to interact with the new feature before introducing the next one. Don't bombard them with a bunch of info all at once when they open the inventory, for example.
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Okay enough suggestions. Let's look at what is done right!
1. Revealing small parts of the map was a great choice. As is sprinkling minor points of interest around it for the more exploratory players.
2. Limiting the crafting options
3. The wording of the instructions is on-the-whole very clear and concise.
4. The first area is fairly well paced, and the biters are well introduced in a manageable way for the player and as a transition to the 2nd area.
5. Allowing the player more freedom for factory layout in the 2nd area is a good call. I also like that we aren't just given a large flat zone for this.
6. Giving the player the option of a challenge at the end is a good way to engage players who are looking for that asap.
----------------
Thanks for the hard work, guys. I appreciate it a lot. Let me know if anything needs to be clarified or expanded upon.
Nick
1. Start the player on a blank canvas and introduce game features and assets one at a time. The initial view is going to be jarring, even without placeholder art.
2. Don't use game objects that won't be available in the main game. This will confuse people who learn the bespoke tutorial objects and then have to relearn for the actual objects. So no scrap piles, loaders, or unique power whatsits.
3. All objectives requirements should be ordered and listed top-to-bottom. Each requirement should have a question mark icon to display additional help & tips on hover so that players have a clear path for investigation if they become stuck on one. Don't force the help or tips on them by displaying those separately below.
4. All tutorial messages should come from Compilatron and not some disembodied narrator. Put another way, don't put messages like these up in the top left corner. They should be front and center. I'd propose having Compilatron follow the player closely and indicate he can be clicked to show the current message at any time. The point of all this is to make sure the messages don't get lost in the gui elements while giving the helper character more opportunities to shine.
5. Compilatron should have personality. New players will focus on that. I recommend looking to RPGs where characters are often demonstrating personality through unique grammar, portraits, and sound effects. Speaking of grammar, make sure someone with a firm grasp of the language proofreads each message. Typos can take the player out of the experience like nothing else.
6. When the mission wants to build something for the player, it should instead place ghosts that the player can build at their leisure. Let them dictate the pace, and avoid destroying something the player built before at all cost.
7. Keep all requirements quick and easy. The tutorial asks too much grunt work of the new player for the 2nd location. They will get bogged down and discouraged. Give them as much free stuff as is necessary to avoid this if you can't simplify the requirements. Players need only to demonstrate understanding and recall, not dedication.
8. The alt view should be turned on by default, especially for this audience.
9. Include more cool game elements quickly if the player is ready. A boring tutorial is one that harms the game more than it helps. Personally, I didn't want to explore more of the map at the end because it took a while doing the same really basic tasks to get there. I noticed a car out there. That should be introduced as a way to escape the first site and a more entertaining trip to the water source. Underground belts and splitters should be introduced, not only because they offer lots of interesting options, but also because they make building that 2nd factory easier.
10. When gui windows & elements are being explained, the message should always point to what it's talking about on the screen. Most people are visual and this will help connect the concepts taught to the actual controls they can use. If there aren't any visual controls (like for some hotkey features), then perhaps there should be. Be sure to require the player to interact with the new feature before introducing the next one. Don't bombard them with a bunch of info all at once when they open the inventory, for example.
-----------------
Okay enough suggestions. Let's look at what is done right!
1. Revealing small parts of the map was a great choice. As is sprinkling minor points of interest around it for the more exploratory players.
2. Limiting the crafting options
3. The wording of the instructions is on-the-whole very clear and concise.
4. The first area is fairly well paced, and the biters are well introduced in a manageable way for the player and as a transition to the 2nd area.
5. Allowing the player more freedom for factory layout in the 2nd area is a good call. I also like that we aren't just given a large flat zone for this.
6. Giving the player the option of a challenge at the end is a good way to engage players who are looking for that asap.
----------------
Thanks for the hard work, guys. I appreciate it a lot. Let me know if anything needs to be clarified or expanded upon.
Nick