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I've said it before...Increasing New Player Interest.

Author
Jenn aSide
Worthless Carebears
The Initiative.
#41 - 2016-08-25 14:10:36 UTC
Ramona Taggart wrote:
Unclear or nonexistent documentation, vague tutorials, and requiring players to consult outside guides for basic gameplay questions (e.g. What is FW? What are career agents? How do I fit my ship?) should not count as tackling the game's steep challenges.

Yea, sure, a defense of this is that it's a "sandbox game" or "EVE has always been challenging...HTFU", but I fail to see how providing clearer information to new players goes against everything EVE stands for. It's not even "hand-holding" either. Hand-holding would be, "Here's 25 million ISK and a ship that makes you invulnerable from other players for 24 hours. Get out there pilot!"

There is value in the belief that providing way too much instruction hinders creativity and outside the box thinking, but giving players nothing can be equally as damaging. And dismissing the value of scaffolding knowledge and anchored instruction can be even worse.


What are you basing your beliefs on? I ask because these discussions always go the same way, someone says something, someone else provides a bit of information/evidence (like my link to "Psychology of games"), and the back and forth starts up with no counter information/evidence presented.

So I want to know, what makes you come to the conclusion "but giving players nothing can be equally as damaging". How did you learn this?
Ramona Taggart
The Scope
Gallente Federation
#42 - 2016-08-25 15:44:05 UTC  |  Edited by: Ramona Taggart
Jenn aSide wrote:
So I want to know, what makes you come to the conclusion "but giving players nothing can be equally as damaging". How did you learn this?


Very fair question and I am happy to answer it as best as I can. This is a longish post so apologies for the length.

I am basing my belief from my experiences as a teacher, educational consultant, and educational designer. I have experience using games to teach science, economics, and environmental consciousness. A large chunk of that experience is also teaching my students how to play the games themselves. I am also required to have a strong knowledge of learning theory, instructional design, and cognitive psychology.

As an example, I recently consulted with a museum who was looking to use Minecraft to teach microbiology content for one of their science classes. In the design of our curriculum and activities, we had to account for the fact that our student population will be comprised of Minecraft experts, novices, and newbies (of which our evaluations supported). Not to mention each student would have their own set of learning preferences.

So, what documentation, tutorials, or materials do you give the students? We experimented a little bit with how much up-front information we gave to the students before asking them to complete the activities.

For activities where we provided minimal, if any, documentation (e.g. hand-outs, lectures, or videos) and instead relied on student experts or teacher facilitation to help guide newcomers, we found that many of the students (especially the new players) became frustrated more easily because 1) While the learning goal was clear, how to accomplish it was not; 2) How to progress was unclear; 3) They did not feel confident in their knowledge. Many of these students were also requesting additional materials or help to reduce the cognitive overload they were experiencing.

When we provided a healthy balance of anchored instruction (Class, direct your attention to the projector... Here's how to do X which will help you build/work on Y), teacher facilitation (e.g. cycle around the classroom and ask students if they wanted help), and student collaboration/group work, we hit every possible approach that aligned with student learning preferences. If students wanted how-to guides we gave them upon request, if a student wanted to explore the environment on their own we gave them the freedom to do so, etc.

This is why I feel giving players no information (or very minimal) can be damaging. You don't want players to feel frustrated and overwhelmed when learning the very basics of the game. You want them to be frustrated during the entertaining parts such as when their ships got blown up, they couldn't kill their target, or their alliance sovereignty was removed. Those are the motivating experiences to continue playing and the gifts that keep on giving.

Giving users a clear baseline learning experience then allows them to learn in a way that aligns with their preferences (the creativity and storytelling that you talk about). Some will want to read guides, some want to play with others to learn, and some will watch videos, and a few others will journal about their experiences. What is important is that you're offering players a springboard to get started; not a crutch.

I am not asking for the in-game tutorials to provide encyclopedic knowledge. For one, that would be incredibly overwhelming and frustrating, but it also, and to which I agree with you, really stifles creativity. I just feel clearer and more directed information couldn't hurt (e.g. "If you'd like additional resources on fitting your ship, please go here, or go to this channel, or watch this in-game video", or Press F12 for career agents, here's a basic ship setup, etc.).

I hope this clearly answers your question and that it makes sense.

Thank you for the discussion!

Sources of interest
Azevedo, R., & Hadwin, A. F. (2005). Scaffolding self-regulated learning and metacognition–Implications for the design of computer-based scaffolds. Instructional Science, 33(5), 367-379.
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT press.
Merriam, S. B., Caffarella, R. S., & Baumgartner, L. M. (2012). Learning in adulthood: A comprehensive guide. John Wiley & Sons.
Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward understanding the potential of games for learning: learning theory, game design characteristics, and situating video games in classrooms. Computers in the Schools, 31(1-2), 2-22.
Wilson, L. (2009). Best practices for using games & simulations in the classroom guidelines for K 12 educators.

Soel Reit wrote:


i'll give you a cookie Cool


Yums! Big smile
Soel Reit
The Scope
Gallente Federation
#43 - 2016-08-25 16:01:53 UTC
i've given you the +1 for the wall of text!
you put in a lot of effort, seriously well done!

i disagree with it but i can't denied when a post is well done.

*making popcorn, waiting a certain answer to your post*
Jenn aSide
Worthless Carebears
The Initiative.
#44 - 2016-08-25 17:07:21 UTC
Ramona Taggart wrote:
Jenn aSide wrote:
So I want to know, what makes you come to the conclusion "but giving players nothing can be equally as damaging". How did you learn this?


Very fair question and I am happy to answer it as best as I can. This is a longish post so apologies for the length.

I am basing my belief from my experiences as a teacher, educational consultant, and educational designer. I have experience using games to teach science, economics, and environmental consciousness. A large chunk of that experience is also teaching my students how to play the games themselves. I am also required to have a strong knowledge of learning theory, instructional design, and cognitive psychology.

As an example, I recently consulted with a museum who was looking to use Minecraft to teach microbiology content for one of their science classes. In the design of our curriculum and activities, we had to account for the fact that our student population will be comprised of Minecraft experts, novices, and newbies (of which our evaluations supported). Not to mention each student would have their own set of learning preferences.

So, what documentation, tutorials, or materials do you give the students? We experimented a little bit with how much up-front information we gave to the students before asking them to complete the activities.

For activities where we provided minimal, if any, documentation (e.g. hand-outs, lectures, or videos) and instead relied on student experts or teacher facilitation to help guide newcomers, we found that many of the students (especially the new players) became frustrated more easily because 1) While the learning goal was clear, how to accomplish it was not; 2) How to progress was unclear; 3) They did not feel confident in their knowledge. Many of these students were also requesting additional materials or help to reduce the cognitive overload they were experiencing.

When we provided a healthy balance of anchored instruction (Class, direct your attention to the projector... Here's how to do X which will help you build/work on Y), teacher facilitation (e.g. cycle around the classroom and ask students if they wanted help), and student collaboration/group work, we hit every possible approach that aligned with student learning preferences. If students wanted how-to guides we gave them upon request, if a student wanted to explore the environment on their own we gave them the freedom to do so, etc.

This is why I feel giving players no information (or very minimal) can be damaging. You don't want players to feel frustrated and overwhelmed when learning the very basics of the game. You want them to be frustrated during the entertaining parts such as when their ships got blown up, they couldn't kill their target, or their alliance sovereignty was removed. Those are the motivating experiences to continue playing and the gifts that keep on giving.

Giving users a clear baseline learning experience then allows them to learn in a way that aligns with their preferences (the creativity and storytelling that you talk about). Some will want to read guides, some want to play with others to learn, and some will watch videos, and a few others will journal about their experiences. What is important is that you're offering players a springboard to get started; not a crutch.

I am not asking for the in-game tutorials to provide encyclopedic knowledge. For one, that would be incredibly overwhelming and frustrating, but it also, and to which I agree with you, really stifles creativity. I just feel clearer and more directed information couldn't hurt (e.g. "If you'd like additional resources on fitting your ship, please go here, or go to this channel, or watch this in-game video", or Press F12 for career agents, here's a basic ship setup, etc.).

I hope this clearly answers your question and that it makes sense.

Thank you for the discussion!

Sources of interest
Azevedo, R., & Hadwin, A. F. (2005). Scaffolding self-regulated learning and metacognition–Implications for the design of computer-based scaffolds. Instructional Science, 33(5), 367-379.
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT press.
Merriam, S. B., Caffarella, R. S., & Baumgartner, L. M. (2012). Learning in adulthood: A comprehensive guide. John Wiley & Sons.
Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward understanding the potential of games for learning: learning theory, game design characteristics, and situating video games in classrooms. Computers in the Schools, 31(1-2), 2-22.
Wilson, L. (2009). Best practices for using games & simulations in the classroom guidelines for K 12 educators.


No bad.

The thing is, what you are talking about already exists in sites maintained by players. Even after 9 years of playing I sometimes consult EVE-Unis site for an idea or clarification. Some have been saying "bring it in game" for all of EVE's life (9 years ago I was one of them, briefly), but I think many will agree that the players are better at that sort of thing and it's best CCP gets to concentrate on what they are actually good at.

This is why we have EFT and Pyfa from player sources whereas CCP struggles to introduce Ghost Fitting within the game itself. This is why we have EVE-Uni and Brave and Dreddit and Karma fleet and CAS while CCP itself struggles to figure out what to do with the NPE and Opportunities.

Many people over-estimate what CCP is capable of , which leads to frustration when it seems like they aren't moving fast enough. You'll be better off organizing some kind of new external resource than waiting for CCP to totally retool itself into the kind of company that can deliver what you think should happen.
Memphis Baas
#45 - 2016-08-25 17:19:40 UTC  |  Edited by: Memphis Baas
Also, your argument can be continued into the design of the user interface, which does not give players all the needed information all at once, and even further, into the current practice of having "dumb" clients (your EVE client program just asks the server for everything, rather than doing some convenience processing on its own).

The truth is that CCP DOES want players to be frustrated. Only very few players will be at the top of the PVP predatory pyramid, the majority will just be frustrated prey. I concede the argument that it's better to let them pay for a few months before they get frustrated and leave, rather than frustrating them from the beginning, but CCP's "HTFU" and "dark and gritty" visions prove that they don't agree with this particular point of view, and would rather frustrate people now, and just keep the ones that are ok with constant frustration.
Lunarstorm95
Godless Horizon.
OnlyFleets.
#46 - 2016-08-25 17:37:30 UTC  |  Edited by: Lunarstorm95
Honestly content that appeals to the type of people that would enjoy game backed by good marketing would mostly likely do wonders.

My uneducated opinion is make a GOOD bounty hunter system. Finish up and polish player built structures and gates. Maybe make exploration a bit more interactive (the hacking mini game was a good start) but maybe some more content for those who wish to wander, Round it off with a good marketing team and i bet we would attract the type of players that we would want to see.

And just don't advertise false content, just thinking if I didn't know about eve I really wouldn't see it anywhere without the big battles happening anymore. It cant be denied that when news media outlets commented on eve, subs jumped. I think eve just lacks good marketing.

A surprising amount of people join eve without knowing how to handle a sandbox. Maybe more emphasis on it when advertising would lessen the shock/transition aswell.

And lore, more lore.

Okay maybe that last one is just for me.

Maybe??....

“You can have peace. Or you can have freedom. Don't ever count on having both at once.” ― Robert A. Heinlein "Real knowledge is to know the extent of one's ignorance." ― Confucius 

Toobo
Project Fruit House
#47 - 2016-08-25 18:21:28 UTC
I have an idea.

Start all new characters from NPC null. Maket eve as a survival game, where surviving and persisting are the central themes.

Let it be hard, pretty damn hard, for the new players to work their way through null and low to reach high sec. They will need to learn to navigate, study local, plan ahead, train up skills to fly cloakies if that helps. Let it take at least a month for an average new player to reach high sec without help.

When they arrive at high sec, their first visit to Jita, mission hubs, let it be a wonderous experience. They may live in the highsec bliss, but they got there through surviving and persisting - they've earned it, they may enjoy it, or maybe they want to go back to low and null, where it was so hard before, but now they are better equipped and better skilled and more knowledgeable.

I subbed into eve from trial account because it was hard and I had ***** blown up and got my ass kicked and podded and lost real SP and the nice styuffs seemed so far away and hard to reach - that made me sub, because it was clear trial period wasn't long enough to experience all that can be enjoyed in this crazy space.

Think about it -

A) player starts in high sec, does tutorials and a few missions and mines and wow cool I'm gonna sub man! Scenario...

vs.

B) player got his ass kicked so many tims it's not even funny, but he persisted and made it to high sec, and oh **** my trial runs out in a day but I've just got here! Let me reach for that credit card... and then a month later, 'hey I can fly this cool **** now', I wonder if I would fare better in low/null now, oh sub running out, ok credit card gogo!

What do you think is more likely?

Cheers Love! The cavalry's here!

Dirty Forum Alt
Forum Alts Anonymous
#48 - 2016-08-25 18:28:19 UTC
So... Day-Z in space?

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Solecist Project
#49 - 2016-08-25 18:55:42 UTC
Dirty Forum Alt wrote:
So... Day-Z in space?
... so dirty ...

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Beta Maoye
#50 - 2016-08-26 07:26:11 UTC
Toobo wrote:
I have an idea.

Start all new characters from NPC null. Maket eve as a survival game, where surviving and persisting are the central themes.

Let it be hard, pretty damn hard, for the new players to work their way through null and low to reach high sec. They will need to learn to navigate, study local, plan ahead, train up skills to fly cloakies if that helps. Let it take at least a month for an average new player to reach high sec without help.

When they arrive at high sec, their first visit to Jita, mission hubs, let it be a wonderous experience. They may live in the highsec bliss, but they got there through surviving and persisting - they've earned it, they may enjoy it, or maybe they want to go back to low and null, where it was so hard before, but now they are better equipped and better skilled and more knowledgeable.

I subbed into eve from trial account because it was hard and I had ***** blown up and got my ass kicked and podded and lost real SP and the nice styuffs seemed so far away and hard to reach - that made me sub, because it was clear trial period wasn't long enough to experience all that can be enjoyed in this crazy space.

Think about it -

A) player starts in high sec, does tutorials and a few missions and mines and wow cool I'm gonna sub man! Scenario...

vs.

B) player got his ass kicked so many tims it's not even funny, but he persisted and made it to high sec, and oh **** my trial runs out in a day but I've just got here! Let me reach for that credit card... and then a month later, 'hey I can fly this cool **** now', I wonder if I would fare better in low/null now, oh sub running out, ok credit card gogo!

What do you think is more likely?

I vote yes if (1) the starter system is inside a very small highsec island, (2)the station is seeded with basic equipment they need, (3)tutorial mission teach them the mechanic of bubble, scramble, web and weapon timer.
Toobo
Project Fruit House
#51 - 2016-08-26 08:14:05 UTC
Beta, those details I think can be agreed on, and yes everyone should have basic idea of how bubbles, scrams and weapon timers work as early in their game career as possible, and it is reasonable to suggest that starters get reasonable access to noob gears and skill books.

I just feel that going through low/null should be part of the learning progress for new players. They don't have to live there permanently, but they should either start there or spend some time there early on to understand how these work (and also experience certain losses)

I mean even WoW took players through certain areas on the map with high chance of gank when new players progressed through quest lines to level up. It's funny how new players in eve start off in high sec and people can just stay there for years.

Cheers Love! The cavalry's here!

Beta Maoye
#52 - 2016-08-26 08:58:37 UTC  |  Edited by: Beta Maoye
Toobo wrote:
Beta, those details I think can be agreed on, and yes everyone should have basic idea of how bubbles, scrams and weapon timers work as early in their game career as possible, and it is reasonable to suggest that starters get reasonable access to noob gears and skill books.

I just feel that going through low/null should be part of the learning progress for new players. They don't have to live there permanently, but they should either start there or spend some time there early on to understand how these work (and also experience certain losses)

I mean even WoW took players through certain areas on the map with high chance of gank when new players progressed through quest lines to level up. It's funny how new players in eve start off in high sec and people can just stay there for years.

Yes, new players can be taught to explore, to measure risk against reward, to be able to put down their footprints in very corner of the EVE universe. They don't need to stay in high sec for years. There are about 1,000 systems in high sec, 800 in low sec, 2500 in wormhole and 3,500 in null sec. High sec is about 13% of the whole universe. It is such a waste that many players haven't visited the vast majority of solar systems in EVE.
Serene Repose
#53 - 2016-08-26 09:08:18 UTC  |  Edited by: Serene Repose
High sec: 1090
Low sec: 817
0.0: 3524 (of which 230 are not connected)
W-space: 2499

High sec + Low sec = Empire: 1907
Empire + 0.0 = K-space: 5431
K-space + W-space = Total: 7930

Believe me. Most of EVE is jump gate after jump gate after jump gate.
Solo exploring the map is hours and hours of mind-numbing boredom
periodically interrupted by moments of sheer terror.

We must accommodate the idiocracy.

Valacus
Streets of Fire
#54 - 2016-08-26 13:36:39 UTC
Serene Repose wrote:
High sec: 1090
Low sec: 817
0.0: 3524 (of which 230 are not connected)
W-space: 2499

High sec + Low sec = Empire: 1907
Empire + 0.0 = K-space: 5431
K-space + W-space = Total: 7930

Believe me. Most of EVE is jump gate after jump gate after jump gate.
Solo exploring the map is hours and hours of mind-numbing boredom
periodically interrupted by moments of sheer terror.


Terror? Oh please. It's not terrifying to be ganked by an unescapable gate camp. It's just infuriating. The entire "exploration" experience is infuriating. The problem with EVE is the player experience required to retain new players, and that experience is bad more often than not. EVE is a game designed to prey on the weak and the new. It does a great job of it. And when you're new, you don't have any friends to back you up or help you out, so you just turn the game off, uninstall it for HD space and get on with your life.
Soel Reit
The Scope
Gallente Federation
#55 - 2016-08-26 13:40:05 UTC
Valacus wrote:
And when you're new, you don't have any friends to back you up or help you out, so you just turn the game off, uninstall it for HD space and get on with your life.


?? friends are out there, and they are recruiting Big smile

dreddit, karma fleet, PH, Brave are recruiting, just to name some that welcome newbies...
Merchant Rova
Hedion University
Amarr Empire
#56 - 2016-08-26 13:46:20 UTC
Valacus
Streets of Fire
#57 - 2016-08-26 13:58:34 UTC
Soel Reit wrote:
Valacus wrote:
And when you're new, you don't have any friends to back you up or help you out, so you just turn the game off, uninstall it for HD space and get on with your life.


?? friends are out there, and they are recruiting Big smile

dreddit, karma fleet, PH, Brave are recruiting, just to name some that welcome newbies...


First impressions on any game make or break it. The amount you can accomplish in EVE by yourself is abysmal, and most new players start off alone. Those critical few days where they're getting their bearings rarely involve a corp, and since you can scam the hell out of people in EVE, finding a corp when you don't know what you're doing can actually make the problem worse. Most other games give you some solo options. EVE players all have multiple accounts just to be able to function, yours truly included. That's not a great model for growth. Trying to get my friends into this game is a losing battle. Most people have no interest in paying for 3 accounts in order to get the full EVE experience.
Soel Reit
The Scope
Gallente Federation
#58 - 2016-08-26 14:05:08 UTC
Valacus wrote:
Most people have no interest in paying for 3 accounts in order to get the full EVE experience.


you are being greedy here!
why should you want a 100% EVE experience when the game is built to play only some specific roles for each account, thus the teamwork, thus the friends, thus the fun?

people are the problem: they want the 100% and can't think of a 20% part. you only need 5 people to get the 100%!
teamwork!

for example i have only this account! for now Cool
Valacus
Streets of Fire
#59 - 2016-08-26 15:41:32 UTC
Soel Reit wrote:
Valacus wrote:
Most people have no interest in paying for 3 accounts in order to get the full EVE experience.


you are being greedy here!
why should you want a 100% EVE experience when the game is built to play only some specific roles for each account, thus the teamwork, thus the friends, thus the fun?

people are the problem: they want the 100% and can't think of a 20% part. you only need 5 people to get the 100%!
teamwork!

for example i have only this account! for now Cool


"Teamwork". Lul. "Teamwork" in EVE is blobbing. Having 3 accounts have nothing to do with teamwork. If you want to build ships you need a new account. If you want to PvP in blobs you need a new account. If you want to fly capital ships, you need a new account. In other games, all I need is a new character to do any of those things. Not a whole new freakin' account. You need a new account just to be able to participate in both empire and nulsec spaces, since getting between the two can be rage inducing. High sec gates, and the surrounding gates to them, are the best gates to camp. What it takes 3 accounts to do in EVE only takes 1 account to do in other MMOs. That's a losing model. CCP advertises that you can do industry AND PvP AND fly carriers AND do all these other fun things in EVE because EVE is huuuuuuuuuuuge and great! What they don't tell you is that you can really only do one unless you want... wait for it... to pay for multiple accounts. I'd be ecstatic if more people played EVE, but I understand why they don't. If I didn't already have all the high SP set ups and long term investments that let me do what I can do now, I probably wouldn't want to play EVE either.
Jenn aSide
Worthless Carebears
The Initiative.
#60 - 2016-08-26 15:48:14 UTC
Valacus wrote:
Soel Reit wrote:
Valacus wrote:
Most people have no interest in paying for 3 accounts in order to get the full EVE experience.


you are being greedy here!
why should you want a 100% EVE experience when the game is built to play only some specific roles for each account, thus the teamwork, thus the friends, thus the fun?

people are the problem: they want the 100% and can't think of a 20% part. you only need 5 people to get the 100%!
teamwork!

for example i have only this account! for now Cool


"Teamwork". Lul. "Teamwork" in EVE is blobbing. Having 3 accounts have nothing to do with teamwork. If you want to build ships you need a new account. If you want to PvP in blobs you need a new account. If you want to fly capital ships, you need a new account. In other games, all I need is a new character to do any of those things. Not a whole new freakin' account. You need a new account just to be able to participate in both empire and nulsec spaces, since getting between the two can be rage inducing. High sec gates, and the surrounding gates to them, are the best gates to camp. What it takes 3 accounts to do in EVE only takes 1 account to do in other MMOs. That's a losing model. CCP advertises that you can do industry AND PvP AND fly carriers AND do all these other fun things in EVE because EVE is huuuuuuuuuuuge and great! What they don't tell you is that you can really only do one unless you want... wait for it... to pay for multiple accounts. I'd be ecstatic if more people played EVE, but I understand why they don't. If I didn't already have all the high SP set ups and long term investments that let me do what I can do now, I probably wouldn't want to play EVE either.
'

If you don't like the way a company you buy from does business, stop buying from them. It's not hard.