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Tutorial as a single player campaign

Author
Lost True
Perkone
Caldari State
#1 - 2012-07-31 06:56:53 UTC
After reading a recent dev blog about new player expirience i've been again sad because i'm feeling that it's goes more and more wrong. I'll try to explain.

Firstly, back in 2006 a tutorial was very long. I've done it for a couple of days. BUT it was interesting, it was like a small single-player campaign. And i've listened to all of the additional topics in F12 help later.

So i think that a tutorial should be even LONGER.

It'll begin with the short crash course, like the one we have now. Then Aura will mention that you're free to go, but recommend to continue. She also says about the approximate time of it...

And then the new, long "tutorial" begins: It's a full single-player campaign, for something like 7 days. As many single-player games, it's designed to entertain the player, by action and story. It's linear, or almost linear. And the player will try different aspects of the EVE on the way. Slowly, step by step while having a good time playing. Maybe there is a reason to add some new civilian modules.

It's should be done via current tutorial's engine capbilities, and with adding new ones. Not as storyline missions/epic arcs - it's sucks and will scare people away, let's face it: people do them just for proffit.

In the end of this campaign begins a MMORPG part. And the player WILL have some clues of what to do in the game. It's like in the Freelancer, for example - A single-player campaign full of action and emerging. And after the last mission and cutscenes, you're free to go: explore the universe, trying countless mods, go to the multiplayer. It's cool after the single player, where you're learn something about the game and want to continue.

It's not something that new players will forced to do and learn to be able to play. They'll play right from the begining, it's a high-quality single-player game, and it's free (14 days it's a huge period for a single player). So why not take it? Just download it and play like the many other games.

I think that after such cool single-player campaign there will be a big chance for a player to continue playing. Don't you think so?Big smile

It's more effective than trying to make it easy enough so every new players, even the most stupid one will not be able to do something wrong and short enough to not make them bored. Aw c'mon! Ugh You can bring many new players to the game by doing a little better. A high-quality, interesting players, not this garbage who can't even read properly...

in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much?

Katie Frost
Ministry of War
Amarr Empire
#2 - 2012-07-31 07:07:10 UTC
Couple of things...

First, EvE is not meant to be single-player at all. The sooner a player interacts with others, the sooner he will learn what EvE is really all about.

Second - assuming that you are referring to teaching new player the core mechanics of the game, if I had to sit through 7 days of shooting little red crosses and unimpressive structures surrounded by red crosses, I'd quit after 10 minutes. Missions, AI, NPC interactivity would need to be completely overhauled for this to have any merit.

I think the tutorials should be very short and new players should be encouraged to join corporations and interact with other players in order to learn the game in more depth.
Lost True
Perkone
Caldari State
#3 - 2012-07-31 07:35:21 UTC
Katie Frost wrote:
Couple of things...

First, EvE is not meant to be single-player at all. The sooner a player interacts with others, the sooner he will learn what EvE is really all about.

Second - assuming that you are referring to teaching new player the core mechanics of the game, if I had to sit through 7 days of shooting little red crosses and unimpressive structures surrounded by red crosses, I'd quit after 10 minutes. Missions, AI, NPC interactivity would need to be completely overhauled for this to have any merit.

I think the tutorials should be very short and new players should be encouraged to join corporations and interact with other players in order to learn the game in more depth.

EVE is a long game, so it's no difference if the player will interact with others right from the beginning or after a month.

Yes, missions are not interesting, i've wrote about that. It should be done on the tutorial's engine. Various events, voice...

in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much?

Tchulen
Trumpets and Bookmarks
#4 - 2012-07-31 08:02:18 UTC
I wholeheartedly disagree with the OP.

I've just started a new character, done the tutorials and then started the SOE epic arc (which I was kind of pointed at although I can't remember how). If the tutorials were any longer I'd have just quit them. The SOE epic arc, though, is excellent for new players.

I don't believe any more than this is necessary although I do think the tutorials should bridge into the SOE epic arc which should point players at player owned corps at the end of it, or at the end of the tutorials as an alternative to doing the SOE epic arc.

There simply is no need for persuading players that EvE is a one player game. That's not a tutorial, that's misdirection.
Lost True
Perkone
Caldari State
#5 - 2012-07-31 08:33:16 UTC
A misdirection is that this game will be as easy so even a monkey will not loose his ship.
Quote:
We've adjusted shield regen on Rookie Ship a little, so that tutorial NPCs no longer have any chance of killing them.

in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much?

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#6 - 2012-07-31 09:05:59 UTC  |  Edited by: Abdiel Kavash
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.
Tchulen
Trumpets and Bookmarks
#7 - 2012-07-31 09:50:13 UTC
Lost True wrote:
A misdirection is that this game will be as easy so even a monkey will not loose his ship.
Quote:
We've adjusted shield regen on Rookie Ship a little, so that tutorial NPCs no longer have any chance of killing them.



Ah, it's obviously been a while since you did the tutorials then, I take it. You have it explained to you repeatedly that you're likely to get blown up. You then get blown up a few times. They're not misdirecting new players into thinking they're indestructible. In fact, it's the complete opposite.
Godfrey Silvarna
Arctic Light Inc.
Arctic Light
#8 - 2012-07-31 12:08:52 UTC  |  Edited by: Godfrey Silvarna
EVE is a really ****** game solo. We should encourage player to player interaction from the start, because that's where the X factor is.

I suspect the prime reason for many people quitting during or after the tutorial is that they have not interacted with other players. Seriously. I would not play this for more than a day as a single player game, not during a tutorial, and not in any period of time after it.
mxzf
Shovel Bros
#9 - 2012-07-31 13:38:55 UTC
So ... the SoE arc. Seriously, it's a mini-campaign for newbies which Aura introduces you to that will take you on a tour around Eve showing you many parts of Eve. That's pretty much exactly what you're asking for, but it's already in the game.
A Soporific
Perkone
Caldari State
#10 - 2012-07-31 14:33:14 UTC
Eve is MEANT to be experienced as a community. The fact of matter is that everything that you do matters. If you create a single player campaign then you have lost that.