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New Player Experience Review

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Author
Seismic Stan
Freebooted Junkworks
#1 - 2012-07-30 09:57:37 UTC  |  Edited by: Seismic Stan
I've just spent an hour playing through the revised new player experience on SiSi and taking a few notes, I thought it might be helpful to expand on them here.

- The new UI elements are great. They have a boldness and clarity that makes them stand out from the rest of the UI. They look as if they are overlaid onto the client, should they be set to 'always on top'? I occasionally lost my tutorial window beneath others.

- I absolutely love the auto-resizing tutorial window. The previous system's need to scroll to read the last line was very irritating (I hope we see this implemented with other, less intuitive UI components).

- I was hugely impressed with the rubber-banding contextual pointers. Although I'm not sure what is gained by the info box chasing the target across the screen. Perhaps it might be better to have the info box remain on the periphery whilst allowing the rubber-banding and indicator circle to roam around the screen with the target. (I would dearly love to see this technology find wider implementation, eg. an update to the 'locked target' display.)

- Further to the above, many UI elements gravitate to the middle of the screen, with every window by default opening on top of one another in the screen centre. Is there any way these windows could automatically attempt to place themselves side-by-side to prevent irritating overlaps? It would be great if the UI could automatically make better use of screen real estate rather than cramming everything into the centre.

- The language used in the tutorial text is very bland. I appreciate that it is important for it to be simple and clear, but there is an opportunity here to include some backstory references for colour without detracting from the concise delivery - perhaps in the form of links to relevant Evelopedia entries or a "more info" side button. This would also be a great opportunity to contextually introduce the client browser and web-based resources.

For example, in 08: Mission 1 Complete the text reads: "If you ever enter a station with no ships available, you'll be given a free Rookie Ship, so you're never stuck without proper transport." Who is giving out these free ships? The addition of the occasional reference to CONCORD, DED or other relevant lore could actually make the text more engaging and memorable and could be a gateway for interested players to get involved in that aspect of EVE too.

Another example of opportunity for colour is in the floating info box of the very first enemies encountered. It presently just says "This is an enemy ship (not as good as yours)". With respect, this is a pretty lacklustre description. Why are these ships enemies? Why aren't they as good as my ship? I was in Minmatar space, so the ship models used were Rifters - a new player might henceforth assume the Rifter is substandard and to be avoided. Rifters are clearly superior to the Rookie ships, so how come these ones aren't? Even something as simple as "Poorly maintained pirate frigate" or "Dilapidated scavenger ship" would give the same information whilst having a little flair.

- The revised method of learning to fit ships is much improved, being clear and simple whilst using real modules.

- In 12: The Next Mission (Warping to missions again) the contextual dialogue box by the Agent Missions menu is empty. Is this intended?

- 13: Weapons: Projectiles (Loading Your Weapon) Contextual indicator box reading "This is your weapon module" appears over the HUD dial and obscures the cargo button whilst the cargo is discussed in the main text body.

- In the same section, I have some issues with the sentence: "A small stack of ammo has just been placed inside your ship's cargo." Firstly, how did this happen - without an explanation, it's a little immersion-breaking, isn't it? Also, "cargo" refers to items held within the "cargo hold".

- I love the mouseover contextual weapon information - this is so much better than the previous Right-Click -> Show Info -> Attributes Tab -> Scroll. It's even better for missiles, which would then require the user to calculate Flight Time x Velocity just to get a range.

- I note that throughout the text, there tends to be an over-reliance on the right-click menu. This option is almost exclusively mentioned despite there often being an alternative method in the context-specific Selected Item window.

- In The Minmatar (Leurtmar system) Academy Mission deadspace environment, the Wreathe and Hoarder large collidable object models are intersected, creating a bizarre (but quite cool) superhauler.

In conclusion, the New Player experience seemed much improved in many respects, especially visually. The feel of the new UI components is much slicker and more appealing. However, given the amount of text the new player is being asked to read, it seems very dry and unengaging - I think the writing could do with more wit and depth. Also, an audio component would be hugely more attention-grabbing.

On a related point, I also left a suggestion elsewhere about leveraging the explanatory animations used in the recent Alliance Tournament as CQ assets. As the animations are already made, they could be a cost-effective and valuable library resource for new players. I left a comment in the Features & Ideas forum, but I'll repeat it in the next post...
Seismic Stan
Freebooted Junkworks
#2 - 2012-07-30 09:57:47 UTC
Seismic Stan wrote:
Re-use Alliance Tournament Animations as CQ Content for Player Education

Throughout the Alliance Tournament, basic game mechanics have been explained with animated pictograms. These did a fantastic job of demistifying things like optimal ranges and falloff, electronic warfare, orbiting and so on.

Further to discussions that took place in the New Player roundtable at Fanfest, these animations would be perfect for use on the Captain's Quarters screen as a library resource for players.

With the addition of relevant audio explanations you kill two birds with one stone - you greatly enhance the New Player Experience and simultaneously give Captains Quarters some unique content.

Personally, I'd like to hear some character being added to the audio accompanying the animations. Why go with the anodyne Aura voice when you could have a officious Caldari bombardier explaining missile mechanics or an unhinged Minmatar autocannon specialist explaining the benefits (and dangers) of close-range combat. There's a lot of opportunity to weave a bit of colour into the experience to flesh out the universe for rookies.

CCP FoxFour
C C P
C C P Alliance
#3 - 2012-07-30 10:47:49 UTC
Hey,

Big thank you for taking the time to not just play through the NPE on Sisi but also to provide some feedback. I cannot comment on everything in the post, only the stuff I was directly involved with, but also please note that a different team is taking over the NPE entirely and so I can't speak about its future.

Quote:
I note that throughout the text, there tends to be an over-reliance on the right-click menu. This option is almost exclusively mentioned despite there often being an alternative method in the context-specific Selected Item window.


This was actually a conscious descion on our part. We had a bunch of people play through the tutorial and found that even though we taught them the selected items window they more often then not instinctively went for the right click menu. At one point we had the tutorial specifically name the Selected Items window with a UI Pointer pointing at it. However later when we mentioned the Selected Items window people would still not know what it was. After much discussion and more user testing we decided that by focusing on one method, the one that people seemed to more naturally trend towards, we could make the tutorials better and players would be less confused.

Quote:
The language used in the tutorial text is very bland. I appreciate that it is important for it to be simple and clear, but there is an opportunity here to include some backstory references for colour without detracting from the concise delivery - perhaps in the form of links to relevant Evelopedia entries or a "more info" side button. This would also be a great opportunity to contextually introduce the client browser and web-based resources.


This was also a rather conscious descion on our part. The tutorial is rather long as it stands and one of our goals going through the NPE this time around was to cut it all down as much as possible. There is a good chance we may have cut to much and finding the right balance between lore and length is a hard thing to do. Even adding a single sentence to each page adds up to a whole lot of extra text. Again though we went in with the primary goal of cutting the text down as much as possible and so we did. Hopefully in future iterations we can look at ways to bring that lore back into it without exploding the amount of text in it.

Thank you for your feedback. :)

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Seismic Stan
Freebooted Junkworks
#4 - 2012-07-30 11:55:51 UTC  |  Edited by: Seismic Stan
Thanks for the response FoxFour, I'm grateful.

Your explanation of the process and the reasoning behind the right-click focus makes total sense. If that is the path of least resistance, it seems completely logical to allow users to find their own alternatives later on.

However, with regard to the use of language and inclusion of lore, I think you misunderstand what I was driving at. There is no reason that the use of more colourful and canonical language should be any longer than the existing language, it would just be more engaging.

Take my earlier example regarding the enemy ship information:


CURRENT TEXT:"This is an enemy ship (not as good as yours)" = 44 characters

SUGGESTED TEXT:"Poorly maintained pirate frigate" = 33 characters

Less characters, more flavour, same message.


Likewise with the previously mentioned 08: Mission 1 Complete sentence:

CURRENT TEXT:"If you ever enter a station with no ships available, you'll be given a free Rookie Ship, so you're never stuck without proper transport." = 137 characters

SUGGESTED TEXT:"If you dock at a station in your capsule and there are no ships in your hangar, a new Rookie Ship will be provided by the SCC." = 128 characters

My suggested sentence is shorter, clearer ("no ships available" in the current sentence is ambiguous - it could be referring to market availability) and provides an linked explanation for the replacement scheme for those with enquiring minds. Everyone's a winner.

There are many other refinements that could be made, but I would have to go back through the text. In short, simple and concise doesn't have to be dreary. There is an opportunity here, it would be a shame to miss it.

Can't the writing team give it a look over in their lunchbreak. ;)
Seismic Stan
Freebooted Junkworks
#5 - 2012-07-30 12:25:21 UTC  |  Edited by: Seismic Stan
CCP FoxFour wrote:
...please note that a different team is taking over the NPE entirely and so I can't speak about its future.


Didn't the new "Player Experience" team only get announced in February in this Devblog? Why the change of guard again?

Ironic that they were tasked to establish "why people lose interest in EVE" and now they're going.
CCP FoxFour
C C P
C C P Alliance
#6 - 2012-07-30 13:08:39 UTC
Seismic Stan wrote:
CCP FoxFour wrote:
...please note that a different team is taking over the NPE entirely and so I can't speak about its future.


Didn't the new "Player Experience" team only get announced in February in this Devblog? Why the change of guard again?

Ironic that they were tasked to establish "why people lose interest in EVE" and now they're going.


ARG! I had a post typed out and while finding a URL I closed the wrong tab. :(

Basically it said: Sorry for the confusion, team PE still exists. I and a few others were pulled on to help with the NPE and since I am new it was a good time to learn the tools for that area. Basically what I meant was I will now be working on what my team is working on instead of poking things from random other teams to learn the tools. :P

No one is losing interest in anything... well maybe the canteen food but that's a different story.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

CCP Greyscale
C C P
C C P Alliance
#7 - 2012-07-30 14:16:09 UTC
Seismic Stan wrote:
Thanks for the response FoxFour, I'm grateful.

Your explanation of the process and the reasoning behind the right-click focus makes total sense. If that is the path of least resistance, it seems completely logical to allow users to find their own alternatives later on.

However, with regard to the use of language and inclusion of lore, I think you misunderstand what I was driving at. There is no reason that the use of more colourful and canonical language should be any longer than the existing language, it would just be more engaging.

Take my earlier example regarding the enemy ship information:


CURRENT TEXT:"This is an enemy ship (not as good as yours)" = 44 characters

SUGGESTED TEXT:"Poorly maintained pirate frigate" = 33 characters

Less characters, more flavour, same message.


Likewise with the previously mentioned 08: Mission 1 Complete sentence:

CURRENT TEXT:"If you ever enter a station with no ships available, you'll be given a free Rookie Ship, so you're never stuck without proper transport." = 137 characters

SUGGESTED TEXT:"If you dock at a station in your capsule and there are no ships in your hangar, a new Rookie Ship will be provided by the SCC." = 128 characters

My suggested sentence is shorter, clearer ("no ships available" in the current sentence is ambiguous - it could be referring to market availability) and provides an linked explanation for the replacement scheme for those with enquiring minds. Everyone's a winner.

There are many other refinements that could be made, but I would have to go back through the text. In short, simple and concise doesn't have to be dreary. There is an opportunity here, it would be a shame to miss it.

Can't the writing team give it a look over in their lunchbreak. ;)


For now we're erring on the side of trying to focus very hard on teaching, and trying to throw in as few unnecessary concepts as possible. As a fiction-head I'd love to be doing more of what you're describing, but as a designer I'm not confident enough in our revised NPE yet to start throwing in references to the backstory and links to the wiki when our overriding goal is to get people through the tutorial as effectively as possible.



On an unrelated note, the blank tooltip was fixed internally this morning :)
CCP Sisyphus
C C P
C C P Alliance
#8 - 2012-07-30 14:16:12 UTC
Seismic Stan wrote:

Didn't the new "Player Experience" team only get announced in February in this Devblog? Why the change of guard again?

Ironic that they were tasked to establish "why people lose interest in EVE" and now they're going.


Heh.

Hi Stan, awesome you gave some great feedback. Also glad you generally liked what you saw :)

We're still around, and there is still a push for improving the Player Experience within CCP.

CCP Sisyphus | Team TriLambda | Team Klang | @CCP_Sisyphus

CCP FoxFour
C C P
C C P Alliance
#9 - 2012-07-30 14:21:02 UTC
I also hear there is a dev blog about some of these things: http://community.eveonline.com/devblog.asp?a=blog&nbid=73075

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Bloodpetal
Tir Capital Management Group
#10 - 2012-07-30 14:35:06 UTC
CCP FoxFour wrote:
Seismic Stan wrote:
CCP FoxFour wrote:
...please note that a different team is taking over the NPE entirely and so I can't speak about its future.


Didn't the new "Player Experience" team only get announced in February in this Devblog? Why the change of guard again?

Ironic that they were tasked to establish "why people lose interest in EVE" and now they're going.


ARG! I had a post typed out and while finding a URL I closed the wrong tab. :(

Basically it said: Sorry for the confusion, team PE still exists. I and a few others were pulled on to help with the NPE and since I am new it was a good time to learn the tools for that area. Basically what I meant was I will now be working on what my team is working on instead of poking things from random other teams to learn the tools. :P

No one is losing interest in anything... well maybe the canteen food but that's a different story.


Forum saves your draft usually. Will have a little pop up on the bottom left that says "You have a saved post!" click on that and it should recover said post. Blink

Where I am.

CCP FoxFour
C C P
C C P Alliance
#11 - 2012-07-30 14:37:57 UTC
Bloodpetal wrote:
CCP FoxFour wrote:
Seismic Stan wrote:
CCP FoxFour wrote:
...please note that a different team is taking over the NPE entirely and so I can't speak about its future.


Didn't the new "Player Experience" team only get announced in February in this Devblog? Why the change of guard again?

Ironic that they were tasked to establish "why people lose interest in EVE" and now they're going.


ARG! I had a post typed out and while finding a URL I closed the wrong tab. :(

Basically it said: Sorry for the confusion, team PE still exists. I and a few others were pulled on to help with the NPE and since I am new it was a good time to learn the tools for that area. Basically what I meant was I will now be working on what my team is working on instead of poking things from random other teams to learn the tools. :P

No one is losing interest in anything... well maybe the canteen food but that's a different story.


Forum saves your draft usually. Will have a little pop up on the bottom left that says "You have a saved post!" click on that and it should recover said post. Blink


Shows you how much I use the forums. /derp

Thanks for the heads up.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Bloodpetal
Tir Capital Management Group
#12 - 2012-07-30 14:51:20 UTC
You can thank the players for that.

We were all uppity and upset when the forum would "Eat" our post from taking to long between typing and hitting post! Forum warriors everywhere salute you forum devs. Cool

Where I am.

Seismic Stan
Freebooted Junkworks
#13 - 2012-07-31 11:31:15 UTC  |  Edited by: Seismic Stan
CCP Greyscale wrote:

For now we're erring on the side of trying to focus very hard on teaching, and trying to throw in as few unnecessary concepts as possible. As a fiction-head I'd love to be doing more of what you're describing, but as a designer I'm not confident enough in our revised NPE yet to start throwing in references to the backstory and links to the wiki when our overriding goal is to get people through the tutorial as effectively as possible.

I completely understand the need to keep it simply in order to prevent confusion and I think the text as it stands does a pretty good job of that, but just a little colour (and even humour) would go a long way to keeping the reader's interest. As it stands it feels like a turgid school lesson. At the moment the lesson is being taught by a supply teacher who doesn't care about the subject matter and doesn't know the pupils. A dull teacher teaches nothing.

I can't help feeling this decision is as a result of a worrying new culture at CCP, with everything now being exclusively player-led. CCP Unifex underlined this in his recent Gamasutra interview, pointing out the army of designers and only 4 content writers:

Jon Lander wrote:
We've got a lot of engineers who are building tools so that players can make the content

That doesn't mean the content still made by CCP has to be lacklustre. I think it's symptomatic of a growing over-reliance on players to provide the fun.

With due respect to the designers, I think the language used could be more effective. The NPE experience as you have remade it is still something that will put players off because it is boring. The tutorial should be an experience - something that hints at the wonders and the glories that await. New players should be on a rollercoaster ride from the start, they should be getting little moments of "oh, that's clever", "haha, that's funny", "oh, I'll have to remember that to check out later". Instead they're getting an uninspired shopping list of hoops to jump through. The total reliance on the visuals to impress will only be partially successful without the new player being connected to what they're looking at. "This is an enemy ship" does not cut it.

The latest tutorial revision, whilst technically impressive and quite tight, is less "rollercoaster" and more a "dull train ride into work", that will still put off some players.

I'm sorry to be critical of an otherwise excellent improvement, but I am genuinely disappointed at what seems to be a growing trend of sterilising the EVE experience.