Saved this one for later... it was a biggun. A lot of this reply is me just explaining why things are the way they are, which is great for me to check Im not crazy.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]From the start, when you click on "Play", then "Start campaign", the player is prompted with a choice... and THEN another choice, both of which are generic and redundant. No (real) choice available, but yet the player is asked to make one. Doesn't feel right.
Its on the list, but not a priority for Stable 0.17
CXZman wrote: Sat Aug 03, 2019 6:20 pm
The text on the Campaign screen was barely enough for me to entirely get the point of the game.
This text is old. I will have ti update it eventually but should probably be higher priority than it is.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
First and foremost, the Hints listed in the "More hints" list are way too important to be hidden by default.
Reducing clutter is the main reason why it is hidden by default, which is a design choice across the entire gui. If the player is really stuck, then they start searching for more help and find the hints. A lot of the hints you feel are important and not shown by the bot most likely were shown by the bot... just not to you. Each time Compilatron needs to show you something, I check if you already did the thing a number of times and if so then I wont show it to you.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]Right at the level start, Hints to teach the player basics WASD controls arrive way too late. Of course, the player can try it for themselves, but it doesn't hurt to show it earlier imho.
I tested the level with Compilatron telling you immediately to press WASD to move. This created a strong desire in the players to wait to be shown what to do. Waiting and doing as you are told for every little task is not going to get a player far in Freeplay Factorio, so I wanted to prime players psychologically to do their own thing.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]Everytime the game turns into "lesson mode", explaining how panels work, there's a problem: you are teaching the player how to manipulate things, but in a situation where
they cannot try it for themselves (player can only press TAB).
[*]There are also rare situations where two hint boxes stack on top of each other,
This whole system of showing boxes when the game is paused is placeholder until the new GUIs are done. I hate them as much as you do.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]There should either be
an offscreen pointer on the side of the game view,
There is a design consideration in the game that the GUI never interacts with the Game World. Objects are either in the World, or they are in the Interface. We want to avoid placing arrows in the GUI which point to entities in the world. Also a lot of our GUI covers the edges of the screen, so such arrows will be functionally crippled anyway.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
located objectives could be eventually
appearing on the minimap once it is researched, but I believe that they don't.
This will be in soon. Quest locations will get a Map Marker, Compilatron will get a map marker when it is stationary. Ill have to add a short piece on opening the map as well.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]After having crafted the Stone Furnace, the game never tells players
how to actually build said Furnace. There is an instruction to grab it from the inventory, but placing an object on the floor isn't intuitively a "building" action, especially if the player's inventory contains both objects (can be dropped), tools (can be used) and buildings (can be built). The game should explicitly tell the player (at least on the very first building of the tutorial) how to build an available and crafted building.
Focus testing showed that new players had very little trouble understanding how to place structures, even without assistance. If they know they can pick up items from their inventory, and they see the "ghost" on their cursor, they seem to intuitively understand they can left click to place.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]Compilatron could be using ghost buildings to suggest where the player should place the first Tutorial buildings. It would clear a lot of confusion, and smoothly introduce the concept of ghost buildings.
I tried this much earlier, but brand new players cant tell the difference between ghosts and real structures. It is easy for those of us who have played 100's of hours.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]The "Insert coal" instruction is way too vague, way too early. It implies that the player knows about different minerals, about what they look like, that some minerals are in fact fuel, that fuel is a thing in Factorio... so many things that the player should know before being remotely able to understand what the "Insert coal" instruction is about, and what is expected of them. The game should start by tasking the player to look for the mineral, ask them to put it in the built furnace, and THEN show them "oh by the way, this mineral is actually a fuel, you can insert it to power machines, like with this furnace".
Additional information has also been added to all Tooltips in the Scenario (not that anybody seems to notice this). These extended tooltips explain that Coal is a Fuel item. Again, during early focus testing we saw that new players did not understand what the Fuel slot icon means, and they would just put items in slots randomly to figure it out. This is why we removed the ability to put ANY item in the Furnace output slot (no idea why it used to be like that!). Once the new Furnace GUI is done, this problem should solve itself.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]Talking about Furnace, I would suggest putting icons similar to the Fuel icon on the two other slots to symbolize input and output.
The new Furnace gui should solve this.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]To finish with Furnaces, I believe the game never explains that Furnaces will clog up and that, at some point, the player should consider emptying the right slot in their inventory...
I deliberately do not teach that you should be emptying your furnaces by hand. You should be automating the removal of items from them with inserters. This is partly why Compilatron builds such an odd set up for iron, with one furnace being emptied into a box and the other onto a belt.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]When tasked to build a Burner Mining Drill, the player can easily miss how to actually do that.
In focus testing this was a problem. It was solved by breaking the coal deposit into those small 2x2 blobs and by including "Mine Coal using the Burner mining drill" in the quest line. After that, players rarely had trouble figuring it out.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]For a couple of objective achievements, the green floating message doesn't appear, because there's an open window/panel in front of it. If you play without hearing the sound, one might easily miss it and get confused.
Ill check this out, it sounds like a bug. Do you remember exactly which ones were missing?
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]The game never teaches the player that Trees are not just part of the backdrop (like the floor and the plants) but are actually harvestable.
[*]I've just realized something that is absolutely NON-intuitive, and might easily throw off newcomers: a couple of coal gravels sitting at the mouth of a mining drill can clog it, but a BIG wooden box is NOT obstructing the mining drill.
When Compilatron asks you to build a Wooden Chest in front of the Drill, the player should get that they need wood. Funny, I added an extra step for Compilatron to say "Wood is gathered from Trees" but I was told off for being too sarcastically rude. Also in some languages the word for Tree and Wood are the same, so the statement made no sense!
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]The ATL key shortcut should probably be taught way earlier. When the game points out that some "structures contain items" would be a good place to teach this.
During the earlier step, I want the player to practice left clicking and to explore the contents of the boxes. Showing it to them beforehand just reduces the effectivness of this lesson. Plus, very early on the in level, Time is at a premium, and ALT mode is simply not as important as how to interact with the world.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]Some texts mention building things "beside" other things... idk... it fells like a very weird choice of word. "Next to" is probably less weird.
Could you give an example? Im not sure what you mean.
CXZman wrote: Sat Aug 03, 2019 6:20 pm
[*]Each time Compilatron says "Engineer required", the cutscene should trigger when the player is
in close proximity, NOT when it actually touches Compilatron.
Actually, you dont need to touch, instead there is a very small radius around Compilatron. I need to be sure that the player is expecting something to happen and that they do not accidentally trigger something. Clicking on Compilatron was considered as well, but we decided that it should not act like a structure, else the player learn they can click on biters (very dangerous).
CXZman wrote: Sat Aug 03, 2019 6:20 pm
... it reasonable to expect all newcomers to already have basic knowledge over how the game is played. Factorio is a one of a kind experience, with very unusual control schemes and interaction concepts, and about a third of them are absolutely ignored/never really mentioned in the Tutorial. It feels to me, as a working game designer, dangerously incomplete, regarding the tutorial's ability to provide newcomers with what they need to know so that, later on, they get to enjoy playing the rest of the game.
A lot of concepts are discoverable by the player if we give them a safe space to experiment. A lot of other controls, the ones that you and I use as 100+ hour players, have been deemed to be "power features" and new players dont need to be shown them. There is a lot of value to the "Today I learned (after 5 years) that you can X in Factorio" reddit posts, but also to the player getting a kick from figuring something out on their own. I dont feel like teaching everything is necessary.
Thanks again, it feels like good practice to discuss the process, and my only other outlet is the FFF, which is one way.
TIL: You can drag and drop save games from a folder onto the game client and it will load them.