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How to make a Tutorial fun

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Cyclops
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How to make a Tutorial fun

Tutorials teach the basics in a game. and we all will go through them again and again.
Since this game is in the beginning stages lets brain storm and toss out a few ideas on how to make this a tutorial to remember.

1) change it up a bit. add something new from time to time. sure keep the same environment but add different enemies, toss in Santa with gifts and freebies in the right season. Toss in a little reward here and there.

2) build in Easter eggs. little hidden rooms and things with villains to fight. all the others will pass these up, but for the inquisitive explorer there are treasures to be found. and change the locations of these eggs. The forums will be alive with people trying to find these.

3) A hidden Wolfenstien level! a whole area where you can kill Nazis and actually earn experience!

4) Lets the villains set fire to their tutorial world. Normally they will race through it, but here is a chance to do something villainous. maybe earn a badge.

5) toss in hidden badges for various things. Encourage exploration.

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

JayBezz
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Agreed Cyclops.

Agreed Cyclops.

Unfortunately often the tutorial represents the different modules of the game. At launch of CoT many of the modules may not be fully operational. For that reason I hope not to be locked out of badges or easter eggs once they add things like "Crafting" or "Paths" and the like.

Crowd Control Enthusiast

WarBird
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I agree that a tutorial

I agree that a tutorial should be engaging enough that it's not a horrible trudge every time. I also think, at some point, you ought to be able to hit "skip." I liked in CoH where if you went through the whole tutorial you came out level 2, and if you skipped you were level 1. I'd keep that.

I would like to see some minor variations based on, for lack of a better term, "projected alignment" choices. So, as you go through the tutorial, you are given a few choice in different situations. How you choose will cause a slight divergence in the tutorial "story." That way, while learning the mechanics, they also learn that choices have consequences in this game. And you get a slightly different experience with each alignment change.

In the end, you come out of the tutorial with a couple levels and an "initial" alignment.

So, I'm advocating some minor additions to the tutorial content that would help keep it semi-fresh. But I don't want lots of time sucked away from general content creation. Easter Eggs and hidden goodies are only new until you find them the first time. I don't want to encourage people to spend time exploring the tutorial by themselves, I want them to spend time playing the game with everybody else.

Lothic
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JayBezz wrote:
JayBezz wrote:

Unfortunately often the tutorial represents the different modules of the game. At launch of CoT many of the modules may not be fully operational. For that reason I hope not to be locked out of badges or easter eggs once they add things like "Crafting" or "Paths" and the like.

Getting "locked out of badges" is exactly what happened in CoH.

CoH did not release the "badge system" until Issue 2 but by then pretty much everyone who had being playing the game since launch already had their main characters well past the tutorial. The CoH Devs finally provided several alternatives for earning the [url=http://paragonwiki.com/wiki/Isolator_Badge]Isolator badge[/url] in post-tutorial areas but these fixes took literally years to show up in the game.

CoH player from April 25, 2004 to November 30, 2012
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https://www.youtube.com/watch

https://www.youtube.com/watch?v=BCPcn-Q5nKE&list=PLhyKYa0YJ_5A6vl7OThKEqe5scJXOyg0a&index=9 Just gonna leave this here.

https://www.youtube.com/channel/UCMcQdRLgVpMwXi_3yTCN5iA/videos

Cyclops
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sev171 wrote:
sev171 wrote:

https://www.youtube.com/watch?v=BCPcn-Q5nKE&list=PLhyKYa0YJ_5A6vl7OThKEqe5scJXOyg0a&index=9 Just gonna leave this here.

Best little link I have ever clicked on! Brilliant!

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Redlynne
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I'm probably going to make

I'm probably going to make Gangrel spit take all over his keyboard and screen by mentioning this again, but Lin Chiao Feng knows this story (by having been present when it happened).

So at the Tabula Rasa War College in 2008, I was sitting with [url=http://paragonwiki.com/wiki/CuppaJo]CuppaJo[/url] in the restaurant we'd all gathered at with the other Players who had been flown into town for the event and explaining to her that the Tabula Rasa tutorial was great ... except that now we had this new [url=http://tabularasa.wikia.com/wiki/Veteran_Rewards_Program]Veteran's Reward[/url] of Brass Knuckles for having been subscribed for six months. You lose a bit from not having the voice and emote options available from being in person for the re-enactment, but the details of the Mission can be found in [url=http://tabularasa.wikia.com/wiki/Basic_Training_101]Basic Training 101[/url].

[b]"Equip your weapon!"[/b]

{I shrug and make a fist with my right hand and slap the palm of my left hand against the knuckles of my right hand, "equipping" the Brass Knuckles weapon}
{I hold up my fist to "show" that I've got the Brass Knuckles equipped}
{Everyone listening to me tell this story nods their head, because they know this part of the tutorial, but the grins are starting}

[b]"Target the Supply Crate!"[/b]

{I mime centering the boresight on my screen onto the $Target and hit TAB to lock onto the Supply Crate}

[b]"Shoot the Supply Crate!"[/b]

{I look at my right hand, confused, and then quirk an eyebrow at CuppaJo}
{CuppaJo puts her hand over her face and just DISSOLVES INTO EMBARRASSED LAUGHTER...}
{The other Tabula Rasa players at the table are doing their version of LMAO howling, knowing what's coming up}

{I mime punching my arm forward and then make a big [b]*KABOOM!!*[/b] noise indicating that the dreaded Supply Crate has been destroyed, on schedule}

[b]"Reload your weapon!"[/b]

{I look at my fist}
{I look at CuppaJo with a priceless "[url=http://vignette3.wikia.nocookie.net/uncyclopedia/images/7/72/Orly.jpg/revision/latest?cb=20081126173842]O RLY?[/url]" look}
{CuppaJo is NOT having an easy time of it and just can't show her face to the rest of us}
{All of the other people at our table are laughing so hard that we're the noisiest table in a very noisy restaurant}

{I mime swapping my Brass Knuckles for the standard issue pistol, then mime discharging a round, then mime reloading the pistol}

[b]"Use your Sprint ability!"[/b]

{I roll my eyes and start miming that I'm hustling to the next stop in the tutorial}
{Everyone around me is just [b][i]DYING[/i][/b] of laughter and howling at the tops of their lungs}
{CuppaJo still has a hand over her face, is sliding down in her chair, and is visibly QUIVERING because she's trying so hard not to completely lose it with the rest of us}

What made this whole joke just so unbelievably funny (for those of you who never played the game) was that the first Tabula Rasa Tutorial was written with a very rigid script in mind. You started the game with a Pistol and the Tutorial was there to teach you how to use it. Simple enough. But it wasn't designed for there to be a weapon option OTHER THAN the Pistol. So when the 6 month Veteran Reward came along and you could suddenly equip a weapon OTHER THAN a Pistol, the logic chain of the Tutorial broke down in a most hilarious fashion (as evidenced by the joke I told above describing the breakdown).

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Brand X
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I still see no problem with

I still see no problem with being locked out of a badge. All it meant was you had been playing from before that time. :p

But yes, make the tutorial fun!

TheMightyPaladin
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I didn't want to say that

I didn't want to say that myself
I've been chastised for such a comment in the past.
but seriously yeah

I mean most of the badges are totally worthless anyway.
If you got locked out of a useful badge, I could see being upset
but heck you probably never even look at most of your badges.
So, it's not even cosmetic.

I'm not trying to make fun of someone's hobby,
and if it gets you to play it has to be good
but seriously could someone explain to me what the attraction is?
I'd love to know.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Empyrean
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I never understood badge

I never understood badge hunting (I only intentionally pursued the ones that boosted power), but I also mostly solo, and some people don't understand soloing an MMO (I don't understand it either, I just enjoy it :P).

The ability to solo most content (not every single bit--I'm not strict solo, just mostly) is important to me.

So... if some people can't sleep at night unless they have all the badges--don't cramp their style, let em have the ability to pursue all badges on all characters.

And, yes, +1, make the tutorial fun!

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I mean most of the badges are totally worthless anyway.

I know at least one of my friends who would get into a screaming match with you, he is a completionist, and getting all the badges is very important to him. My personal goals don't involve badge collecting.

However, I must remind you of my tagline: "Know thy users for they are not you." I want our game to be as fun as possible for as many people as possible, which includes things I don't find fun at all. I know lots of people don't enjoy the optimization game that I loved in CoH. Getting my Dark Tank to 45% S/L/E/N was a huge goal for me, and when I was done, that's where it was. Not 44.9%, not 45.1%, but 45%. Lots of people would find that maddening.

Just my 2 IGC.

Felix

Know thy users, for they are not you.
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TheMightyPaladin
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As I said, I don't want to

As I said, I don't want to insult anyone's hobby
I'm just asking for some explanation
If any exists.
If it's just something you can't explain that's fine I'll accept it
But With so many people devoted to the hobby
and so emotional about it
I thought there might be something to it that can be explained.

If you're friend started shouting at me
what might he say?

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

As I said, I don't want to insult anyone's hobby
I'm just asking for some explanation
If any exists.
If it's just something you can't explain that's fine I'll accept it
But With so many people devoted to the hobby
and so emotional about it
I thought there might be something to it that can be explained.
If you're friend started shouting at me
what might he say?

I must say, from a psychological perspective, there is no *one* reason. Some people do it for completeness. Some people do it as a manifestation of OCD. Some people do it as a competition. There are as many reasons for badge-hunting as there are the people that do it. It is unlikely that any two people would do it for the exact same reason.

Short version: There is no one answer.

_______________________________________________________________________________

Conundrum of Furballs

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Felix
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ConundrumofFurballs wrote:
ConundrumofFurballs wrote:

Short version: There is no one answer.

There is no one answer, but there is a meta-answer: Folks enjoy it, they find it fun. 'Nuff said.

Felix

Know thy users, for they are not you.
"Preliminary optimization is the root of all evil." -Knuth
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Redlynne wrote:
Redlynne wrote:

I'm probably going to make Gangrel spit take all over his keyboard and screen by mentioning this again

Clean up in Aisle 3 please!

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Empyrean wrote:
Empyrean wrote:

I never understood badge hunting (I only intentionally pursued the ones that boosted power), but I also mostly solo, and some people don't understand soloing an MMO (I don't understand it either, I just enjoy it :P).
The ability to solo most content (not every single bit--I'm not strict solo, just mostly) is important to me.
So... if some people can't sleep at night unless they have all the badges--don't cramp their style, let em have the ability to pursue all badges on all characters.
And, yes, +1, make the tutorial fun!

I understand the reasoning, but since it was easy enough to lose out due to badges like the Anniversary Badge, with no way to ever get it again, I think part of it is realizing it's not a 100% thing.

Redlynne
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Gangrel wrote:
Gangrel wrote:

Redlynne wrote:
I'm probably going to make Gangrel spit take all over his keyboard and screen by mentioning this again
Clean up in Aisle 3 please!

Ah ... satisfaction! *^_^*

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Empyrean
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Brand X wrote:
Brand X wrote:

I understand the reasoning, but since it was easy enough to lose out due to badges like the Anniversary Badge, with no way to ever get it again, I think part of it is realizing it's not a 100% thing.

Hmmm. True.

I guess I should have said "all possible".

I'd like all content possible to be solo-able, but I know it won't/can't all be and that's cool.

So I guess I should have said all badges possible. You obviously can't go back in time to and Anniversary.

UNLESS... Ouro!!!

That would actually be hilarious to use a time travel feature/event to let people get such badges, even if they're a slightly different version to distinguish the actual from the time-travel ones.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Brand X wrote:
Brand X wrote:

Empyrean wrote:
I never understood badge hunting (I only intentionally pursued the ones that boosted power), but I also mostly solo, and some people don't understand soloing an MMO (I don't understand it either, I just enjoy it :P).
The ability to solo most content (not every single bit--I'm not strict solo, just mostly) is important to me.
So... if some people can't sleep at night unless they have all the badges--don't cramp their style, let em have the ability to pursue all badges on all characters.
And, yes, +1, make the tutorial fun!

I understand the reasoning, but since it was easy enough to lose out due to badges like the Anniversary Badge, with no way to ever get it again, I think part of it is realizing it's not a 100% thing.

I tend to agree. I think there could - maybe even should - be a distinction between "account level" badges and "individual character" badges. Account level stuff like "length of time subbed/played" or "Here for X Anniversary" should be displayed on all of your characters - but if you missed something - you missed it.

TheMightyPaladin
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How did this become all about

How did this become all about badges?

After I've completed the tutorial once.
Give me the option to click beginner or veteran
If I click veteran let me do the mission without all the instructions
That way it's not a bunch of boring text, about stuff I already know.

Then make the mission actually engaging
not just a walk from one instructor to the next.
And no freeking training bots.
Don't make it feel like training
make it feel like playing the game.

Did any of you ever play Freedom Force?
It's tutorial was one of the best I've ever seen.
You start out in a park full of bad guys,
and a narrator tells you what you need to do
Not instructor NPCs.
You can follow the instructions if you want
or just go on and do the mission your own way
if you've done this before and know what to do.

Maybe space out the tutorial over several missions in an introductory zone
where the earliest missions require the least knowledge and new stuff is added step by step.
And being sent to talk to another NPC is NOT a mission.
Have the contacts really give you something to do.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Redlynne
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

How did this become all about badges?

It's called [b]Learning From History[/b].

Ever heard of the concept?

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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But nothing said about badges

But nothing said about badges on this thread
And I do mean NOTHING
has had anything to do with how to make the tutorial more fun

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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threads get derailed...not

threads get derailed...not the first time and it won't be the last. :p

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Redlynne wrote:
Redlynne wrote:

I'm probably going to make Gangrel spit take all over his keyboard and screen by mentioning this again, but Lin Chiao Feng knows this story (by having been present when it happened).

Yep, and corrections will follow...

Redlynne wrote:

So at the Tabula Rasa War College in 2008, I was sitting with CuppaJo in the restaurant we'd all gathered at with the other Players who had been flown into town for the event and explaining to her that the Tabula Rasa tutorial was great

Actually, this was the night before the War College. CuppaJo & co. had picked everyone else at the airport (Redlynne and I live in town, 15 minutes away actually), and we all had gone shopping at Whole Foods for snacks for the night, and had assembled in one of the hotel rooms (I forgot the name: MrGlass?) and were shooting the breeze. The actual War College would start the next morning with a raid for coffee. (Seriously, the name "CuppaJo" is not exaggerated.)

Redlynne wrote:

You lose a bit from not having the voice and emote options available from being in person for the re-enactment

The trainer's voice is basically Patrick Warburton doing the Ronco ad "and that's not all!" voice. I was doing the voice work and Red was playing the player. I also had a great view of everyone, as they collapsed into puddles.

Redlynne wrote:

"Equip your weapon!"
{I shrug and make a fist with my right hand and slap the palm of my left hand against the knuckles of my right hand, "equipping" the Brass Knuckles weapon}

{I hold up my fist to "show" that I've got the Brass Knuckles equipped}[/quote]
Red's got this "Look, Ma! Just hands!" grin on his face.

Redlynne wrote:

{Everyone listening to me tell this story nods their head, because they know this part of the tutorial, but the grins are starting}

CuppaJo, being a smart person, figures out where this is going in a quarter second and gets the "oh my god we're screwed" look, turning away.

Redlynne wrote:

"Target the Supply Crate!"
{I mime centering the boresight on my screen onto the $Target and hit TAB to lock onto the Supply Crate}

Red also gets into a kinda-sorta boxing stance. "Come at me, crate!"

Redlynne wrote:

"Shoot the Supply Crate!"
{I look at my right hand, confused, and then quirk an eyebrow at CuppaJo}
{CuppaJo puts her hand over her face and just DISSOLVES INTO EMBARRASSED LAUGHTER...}

... having realized that, yes, this is Going There and there's No Stopping Us Now.

Redlynne wrote:

{I mime punching my arm forward and then make a big *KABOOM!!* noise indicating that the dreaded Supply Crate has been destroyed, on schedule}

I do the "Earth-shattering kaboom" emote with my hands.

Redlynne wrote:

"Reload your weapon!"
{I look at my fist}
{I look at CuppaJo with a priceless "O RLY?" look}

How do you reload [i]brass knuckles?![/i]

Just for good measure, he tries the "equip brass knuckles" (right fist pounded into left palm) twice more, just in case it counts as "reloading." It does not.

Redlynne wrote:

{CuppaJo is NOT having an easy time of it and just can't show her face to the rest of us}

She's pretty much collapsed in the corner at this point. MrGlass has almost fallen out of his seat, Critters is shaking her head and trying not to bust out laughing, and Youngblood is literally ROFLHAO.

Redlynne wrote:

But it wasn't designed for there to be a weapon option OTHER THAN the Pistol. So when the 6 month Veteran Reward came along and you could suddenly equip a weapon OTHER THAN a Pistol, the logic chain of the Tutorial broke down in a most hilarious fashion (as evidenced by the joke I told above describing the breakdown).

The other solution, of course, being to delay the award of veteran rewards until after the tutorial.

[i]Has anyone seen my mind? It was right here...[/i]

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Given that there is a plan to

Given that there is a plan to have a tutorial, and allow it to be skipped, and we recognize there are badge hunters out there we have several options.
Don't have a tutorial badge.
Make the tutuorial mandatory once, award an account-wide badge, after which the tutorial can be skipped.
Allow the tutorial to be skipped, but revisited as a solo instance which reverts the character to level one.
Don't have a separate tutorial zone, but design the tutorial to begin with direct entry to the game with the option to skip / ignore the tutorial script and missions. These will be made a ailable via some form of flash back system.

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Brand X
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TERA allows you to go back to

TERA allows you to go back to tutorial zone just fine. If anything it may just allow more RP areas.

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Tannim222 wrote:
Tannim222 wrote:

Allow the tutorial to be skipped, but revisited as a solo instance which reverts the character to level one.

Even if there is no tutorial badge, I'd think this option would offer good opportunity for future development. I.e. if MWM ever decides to change the tutorial, anyone who wanted to try it out with a veteran character (appropriately exemped) could do so.

Spurn all ye kindle.

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A useful may to make

A useful way to make Tutorials fun, is to have two or three of them. Or, rather than a tutorial 'zone', have a series of 'tutorial missions' that can be applied to and run in any of the starting-type areas. Or incorporate the most basic tutorial instructions into the Character Creator Danger Room, so we can test out our powers with instructions and feedback.

Be Well!
Fireheart

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The problem with tutorials

The problem with tutorials always is that they are essentially about the game mechanisms, not about the game itself. They also are at the most basic mechanisms, at that, and deal not, of only rudimentally, with the more advanced topics that crop up later when the systemic complexity that is (and must be) in an MMO to increase replayability.
This leads to two prevalent issues typical for tutorials: They tend to be more than a little boring, because they are not about the story or even the game but instead about which buttons to hit. After having played through the game once this is all old stuff and the tutorial gets skipped, which is a lot of work for content that is going to clog up the servers in the first week after launch and then becomes a lot less used, eventually turning into a virtual wasteland.
The other issue is that it is only available at the start of a new character. Should you come back to the game after a hiatus for whatever reason and you would like to get a quick refresher course of the finer points of game control then you will have to create a new character and run through the entire tutorial again, only to most likley find your specific question isn't answered.

A better approach, I think, would be to not have a separate tutorial, but instead to have a sort of optional 'preamble' to a mission that you can request from the GUI, and that will run you through a quick recap of whatever topic you picked at the start of your next mission. Then the content developers can concentrate on providing these short sequences on a far wider variety of subjects, triggering them first time a character encounters a specific mechanism, but allowing them to be switched off, and on, specifically or generally.

The advantage is that the player is in the game from the start, no separate and story content (and server) has to be developed, that they can redo any tutorial as often or as little as they want without it impacting the missions. And it allows for a far wider range of tutorials because none of them actually impacts the game. It doesn't matter for the rest of the game if the player takes them or not.
Of course because these tutorials are about mechanics and buttons they can be tightly focussed and short, and they can supply the player with a small amount of background information on the systems they will interacting with through whatever mechanic they are tutorialling (yes, that is a word now). Telling the player about WASD is necessary (for the non-veterans) but it really is about the movement system and the ways that can be buffed and impaired by the game. Most tutorials get to the WASD part of it, but only rarely bring up the roots and snares and other controls that may prevent it. This way it is possible to have a minin tutorial that triggers the first time a character runs into an enemy faction that employs root powers by simply have one of them stroll up and root the player character and then show what happened, how it can be recognised and what, if anything, can be done about it. After that single enemy is dealt with the player can continue with the actual mission, and if they opted to skip tutorials (or this specific one), they simply continue with the mission right away and the 15 seconds tutorial doesn't happen.
And if you come back after a year and only remember 'there was something bad about those carnival of shadows', they can go into the tutorial options and untick that enemy class as tutorial relevant. Anything special about them will have its tutorial played out again as they player enters the mission(s) involving them. Without ever getting out of the game world.

(and no, fun as it would be, enemies like arch villains and unique monsters would not casually stroll up to the player and hit them with their special ability(ies). Those would require more of a cutscene of sorts where the player observes but doesn't interact with the events that explain that particular game mechanic and the way it ties into the GUI).

Greyhawk
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If the interface design is

If the interface design is done well, it will be possible to not have a tutorial because the game itself becomes the tutorial.

Granted this is very rarely done, and it is entirely possible that I am overestimating the teachability of the average player, but it seems to me there are a couple of ways to remove the tutorial altogether.

1. Have all three of the most popular movement systems available so it does not matter if the player clicks a distant location with their mouse, hits the arrow keys, or jumps in with WASD, the character immediately moves forward in the way they expect it to. Bang! No need to teach movement.

2. Have tab to nearest target, left click to nearest target, right click for information/properties, and Ctrl-Tab to "next target" all in place so players simply do what they've always done to acquire targets.

3. Label the power interface clearly. Use both the number keys and Fn keys in parallel, soft-lock the number pad to the same sequence. Now you have 0-9, 1-10, F1 to F10 all working together to give you ten power slots and it does not matter which keys the player is accustomed to using, their instincts create the expected result.

4. Make it possible to reassign every key through a simple to access Option menu so more experienced players can immediately jump in and replace the default system with one of their own choosing.

5. Have a clearly labeled "Help" button in one corner of the screen (that ties in with F12) so that if the player has never played a game before they can learn how the interface works.

6. Have a new character enter the game world directly in front of the first contact and have that contact clearly labeled (even if this is the only contact in the game with a label). Seems like common sense, but I cannot even count the number of games that don't do this!

Now there is no need for a tutorial. The game itself tells the player how to play. NPC contacts, allies, and enemies can provide further clues to things like Augmentation, Markets, Crafting, etc., with each of those sub-games brought to light over the first hour or so of gameplay. If all these learning NPCs are fully optional, even for complete beginners, then those who prefer to stab buttons and hope for the best (along with more experienced players) can completely ignore them.

But this is just my own opinion. Not a demand, and just barely a suggestion.

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Gangrel
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Greyhawk wrote:
Greyhawk wrote:

If the interface design is done well, it will be possible to not have a tutorial because the game itself becomes the tutorial.
Granted this is very rarely done, and it is entirely possible that I am overestimating the teachability of the average player, but it seems to me there are a couple of ways to remove the tutorial altogether.
1. Have all three of the most popular movement systems available so it does not matter if the player clicks a distant location with their mouse, hits the arrow keys, or jumps in with WASD, the character immediately moves forward in the way they expect it to. Bang! No need to teach movement.

How about ESDF setup as standard or other keysets according to the users. Side note: Depending on the game as well, left click is "move to this location".
language?

Quote:

2. Have tab to nearest target, left click to nearest target, right click for information/properties, and Ctrl-Tab to "next target" all in place so players simply do what they've always done to acquire targets.

Depends on what games you have played previously. Tab and Shift-Tab are "standard" for the next/previous target, but even so, this isn't universal.

Linking left click to "next target" will also cause issues, most people use "left click" to manually select mobs. Out the box going against the grain of other MMO's (even if just for uniqueness) is not always a good move.

Quote:

3. Label the power interface clearly. Use both the number keys and Fn keys in parallel, soft-lock the number pad to the same sequence. Now you have 0-9, 1-10, F1 to F10 all working together to give you ten power slots and it does not matter which keys the player is accustomed to using, their instincts create the expected result.

Actually, this is one thing I wouldn't do. Read below.

Quote:

4. Make it possible to reassign every key through a simple to access Option menu so more experienced players can immediately jump in and replace the default system with one of their own choosing.

No problems here.

Quote:

5. Have a clearly labeled "Help" button in one corner of the screen (that ties in with F12) so that if the player has never played a game before they can learn how the interface works.

Problem here is that F1 is the default for windows applications and "help" facility. Changing it too far is a bit of a stretch.

Especially considering that you are also going to be forcing (as standard) F1-F10, numpad 1-0 AND 1-0 as being all the same.

The thing is, people *expect* F1 through to F10 to be different to 1-0 as normal. Windows treats them differently and also reserves some of them (ALT+F4 anyone to force close an app).

Quote:

6. Have a new character enter the game world directly in front of the first contact and have that contact clearly labeled (even if this is the only contact in the game with a label). Seems like common sense, but I cannot even count the number of games that don't do this!

All depends on how much handholding you want. Considering that you still get (in a hand holding) tutorial of other games questions that get answered IF they paid attention to it, shows that skipping out content; or making them "learn themselves" is not always the best way to do stuff.

Case in point: Eve Online. Its tutorial has improved over the years (seriously, it used to just dump you in the ship with nothing else), and even then... with the players being the option to learn *AS AND WHEN* they want, they still ask those questions if they are not forced to go through it.

Quote:

Now there is no need for a tutorial. The game itself tells the player how to play. NPC contacts, allies, and enemies can provide further clues to things like Augmentation, Markets, Crafting, etc., with each of those sub-games brought to light over the first hour or so of gameplay. If all these learning NPCs are fully optional, even for complete beginners, then those who prefer to stab buttons and hope for the best (along with more experienced players) can completely ignore them.

I would personally have a tutorial where it is more linked in terms of how you cover stuff. Remember that COX changed the tutorial up to how you wanted it, and yet the "CoX vets" complained about how much was left out, even though it had running tutorials as you levelled up whilst playing the game.

I would rather make the game have an optional skippable tutorial, rather than wiping it out entirely.

Even the first few minutes of one, people use it as a settling in period. They can also help a load with setting the scene of the game.

If it drops you in with nothing to help give you a surrounding, and you go "go have fun"... there will be a section of the player base who go "What do I do now?"

The tutorial is the way to help avoid this.

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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

islandtrevor72
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I don't know how many times I

I don't know how many times I would get on a team and the person I was playing with did not understand some of the fundamentals of the game. I either had to teach them (Hit backspace to reply to a private message) or leave the team cause playing with them was basically soloing.

A solid tutorial is mandatory.

COH had a pretty decent tutorial but it was too spaced out....too much running from contact to contact. NW's was decent but it also had too much running.

Personally I think the tutorial should not only teach you the mechanics of the game but also teach you about the world concept. So while you learn how to beat stuff up you also get a sense of why you are doing it. In CoT it would be nice to know from the tutorial why so many heroes flock to the city, a few of the foe groups you will face and what motivates them and if there is an main story being pushed what that story is (without forcing that main story on you of course).

Introduce the current main storyline in the tutorial...if the main game is getting alien attack updates then have the tutorial reflect this...if the last update had a sewer mutant story ...put them in the tutorial. Keep the tutorial interesting and fresh...even for vets. I don't like making a new character and finding out that my last guy who fought so hard to drive back the infected had absolutely no impact on it.

TheMightyPaladin
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Yeah that's part of why I

Yeah that's part of why I solo a lot.
People expect you to reply to private messages and crap like that.
I Can't play and type, at the same time.

And I do NOT want the lore pushed on me during the tutorial
or any other time either.
my characters are not going to fit into your lore and I don't care
the idea of game lore is too at odds with giving my character his own background

Oh and Greyhawk WASD is weird to me
and gives me finger cramps after only a few seconds.
Mouse clicking to move is crazy in a 3D world without a fixed overhead view
and the arrow keys are arranged just like WASD so there's no difference
unless I want to play left handed
that's why we've all said we want fully customizable keybinds
I use QWES, and I've quit games because I couldn't set they keys that way.
(Terra was the worst)

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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islandtrevor72
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So without any lore being

So without any lore being used in the tutorial all that's left is a simple text screen that shows which buttons to push. Fun tutorial paladin. Whee.

Your xenophobic view of lore is kind of a moot point as you will do what the same thing with it in the tutorial as you will in the main game...ignore it. Just as anyone who is not interested in the lore will do. I honestly don't understand how you can hope for the game to be without lore at any stage of the game and still think there would be a game at all.

The tutorial is the introduction to the game, not just a how to guide but the first gameplay most players will have. Make it more than just 'push this button to attack and this one to move'. If I have to spend 5 minutes attacking training dummies only to run to the next training dummy I wont enjoy it. I suspect few would.

That's why I say give the tutorial a story, drop hints about the groups in the game, change the foes you face in it every once in a while... I want to enjoy doing the tutorial when I decide to do it. Putting in lore/foes that change with the game makes it less a chore and more of a starting mission.

TheMightyPaladin
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OK then I'll try this again:

OK then I'll try this again:

After I've completed the tutorial once.
Give me the option to click beginner or veteran
If I click veteran let me do the mission without all the instructions
That way it's not a bunch of boring text, about stuff I already know.

Then make the mission actually engaging
not just a walk from one instructor to the next.
And no freeking training bots.
Don't make it feel like training
make it feel like playing the game.

Did any of you ever play Freedom Force?
It's tutorial was one of the best I've ever seen.
You start out in a park full of bad guys,
and a narrator tells you what you need to do
Not instructor NPCs.
You can follow the instructions if you want
or just go on and do the mission your own way
if you've done this before and know what to do.

Maybe space out the tutorial over several missions in an introductory zone
where the earliest missions require the least knowledge and new stuff is added step by step.
And being sent to talk to another NPC is NOT a mission.
Have the contacts really give you something to do.

At this point it's probably necessary for me to point out what I see as LORE.

Information pertinent to the current adventure is NOT Lore.
Information about the world at large is Lore.

I know that to some extent lore is inevitable. The devs want to be creative and I can't blame them. But that's not why I'm here. I'm not interested sorry. My toons already have their own background stories and I really don't care if it doesn't work in this world because it conflicts with the lore. Also I have no interest in who the devs think are the main characters because in the game I'm playing my toons are the main characters.
Lore will always be there for us to find when we look for it. It will always be present as window dressing. There is no need to use the tutorial to cram it down our throats.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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islandtrevor72
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I played freedom force... its

I played freedom force... its not exactly like you remember it (unless you are talking about the sequel which I did not play). First there is about 5 minutes of lore in a cutscene, the game pauses at times when the narrator is talking, most of the actual tutorial is walking from one info panel to the next, the game mechanics are fairly simple, the foes are cookie cutter (as in there is little lore attached to them) and the story is straightforward. All in all the tutorial in Freedom Force has everything you say you don't like but it does allow you to ignore it so its good?

Honestly the actual tutorial was not exactly engaging in Freedom Force...and it would not translate well into an MMO which has many mechanics players need to know (beyond click this button to move and this one to attack) not the least of which is HOW to get the next mission ...be it NPCs, instances, TFs or any other method included in CoT.

I agree that there should be a way to avoid the tutorial in some way....ignore or just plain skip, but the actual tutorial needs to be engaging...as in have people pay attention while doing it.

Saying don't include Lore in the tutorial (however you define it) limits the ability to engage players....and heres the important part....Lore can be ignored just as you would in the main game. No one is suggesting to 'cram it down your throat'. If I face off against a group of street thugs in the tutorial that I will face in the main game I would like to know something about them beyond 'they wear black t-shirts....get em'. If it turns out those street thugs are actually funded by an evil development company to lower property values so the evil company can buy up real estate and build a genetic lab to pump out evil super powered foes why not drop that hint in the tutorial.

That's what I am saying...give me a reason to do the tutorial beyond just learning or badge hunting... make the tutorial actually part of the main game in a way that it comes to bear later in your characters career. Don't force it, don't require it ... just make it a part of the game and use it to promote new storylines in the game by changing the foes in it every so often.

And for those that don't care why the bad guys are the bad guys...just ignore that lore exactly like you would ignore it in the main game. That way everyone gets what they want.

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If the thugs are funded by an

If the thugs are funded by an evil development company etc.... that's part of this mission.
and there's no reason to tell us about it except in this mission.
The same group of thugs might have a different boss and plan in another mission.

I don't see why what happened in Freedom Force couldn't translate to an MMO
There were differences like there was only one mission available at a time
and lore was a bigger deal, but it focused on the characters you were playing, so it wasn't a problem
I did not consider the cutscenes to be part of the tutorial, but an intro to the story
Obviously that wont work in a world where you make your own character but that get's into why I don't want to see lore at all in an MMO. Lore is THE thing that doesn't translate from regular games to MMOs and shouldn't be used.

As far as I was concerned the tutorial started when you took over the character in the park.
from that point on everything that was done in that game could be done in an MMO

1) the park was an open but finite area to explore
2) it told you how to move around, look around, interact with objects and attack people
3) it could be ignored if you already knew what to do

More instructions could easily be added as needed, I was only using it as an example.

Dungeons & Dragons Online makes the tutorial into a set of missions.
In the first one you team up with a group of NPCs who show you the ropes
then you arrive in a tutorial setting called Korthos where there are several missions to be done
You have to interact with several NPCs who tell about things you need to know and give you missions
but at no time are you ever hitting practice dummies or just walking from one NPC to another to learn about stuff.
Also the game has tips that pop up from time to time to give you advice
and you can turn them off if you don't need them.
Loading screens also offer tips.
and the screens that open to let you interact with utilities are very self explanatory.

The main thing is that apart from the first very short mission where the 3 NPCs are showing you the ropes
Korthos never feels like a tutorial, it feels like an adventure.
and a big part of the reason for that is that the narrator just tells you stuff instead of a bunch of NPCs giving you stupid busy work chocked full of more info than you can digest at once.

In Korthos a character gives you a sword and tells you to swing it around
a tip box tells you how to do it.
this helps make the NPC's advice seem more natural, and breaks up the text into smaller easier to swallow bites.

also when you get a sword you're told how to use it but you don't have to sit through the whole description of weapons and how they work. It's a lot simpler than getting your first enhancements and inspirations in COH.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

islandtrevor72
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Quote:
Quote:

If the thugs are funded by an evil development company etc.... that's part of this mission.
and there's no reason to tell us about it except in this mission.
The same group of thugs might have a different boss and plan in another mission..

How does that negate my statement? Its dropping lore in the tutorial isn't it?

Quote:

I don't see why what happened in Freedom Force couldn't translate to an MMO .

Because in Freedom Force it had very little to teach a player...and the way they did it was almost the bare minimum they could do...here look at this...the game play starts at around the 6 min mark.

https://www.youtube.com/watch?v=N5x6mV6Qd_c

Its not immersive with the spinning markers and glowing arrows and there is little in the way of actual story in the tutorial. That's the kind of tutorial you skip once you know the game which you do in about 2 minutes because the controls are the most simple imagined. The only thing Freedom Force did that was above and beyond (for the time) in the tutorial was have a voice over instead of text pop ups.

DDO does have a nice way to handle the tutorial as does STO and to a lesser extent Neverwinter...even TSW had a decent tutorial at launch in that they were all part of the overall story.... lore you learned in the tutorial was revisited at some point later in the game. For example the heroes you met in the tutorial of DDO joined you for another mission after the tutorial. So unless you hate the fact those heroes showed up again and didn't mention it... it would seem as we are discussing the same thing yet dislike my use of the word lore.

Regardless, I've said my piece ... If they make the tutorial engaging and change it up now and then using the in game lore to flavor the missions it will go a long way towards people actually learning the game. My opinion of course.

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I think my favorite part of

I think my favorite part of the n00bl4r zone you start out in when playing TERA is that you have to cross a bridge before you even get to your first hostile mob. What's fun is that there's an NPC parked on one end of the bridge and another NPC who walks back and forth (longwise) on the bridge patrolling it. If you talk to the NPC standing on the end of the bridge, they'll tell you to try and not get yourself killed by crossing this guarded and well patrolled bridge. Considering the fact that the only way to do so would involve suicidally jumping off the bridge into the abyss below (which invisible walls prevent you from even trying to do), I always thought it was hilarious how much condescension that NPC managed to put into their Chat text. It was the humor value equivalent of "try not to choke yourself to death while being spoon fed you pathetic baby!"

Because if you couldn't move across a bridge THAT SAFE then you had no business even trying to play an Action Combat System game like TERA.

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Obviously you're just not

Obviously you're just not getting it.

The whole point of what I'm saying is that in both of those games the tutorial didn't feel like a tutorial it felt like playing a mission.

Also we clearly have different concepts of what lore is.
The NPCs in the missions with you are not lore.
The history of the world is lore not what's happening now
if the players are doing it, it's they're adventure
if the players are hearing about something that thy had nothing to do with, that's lore.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Greyhawk wrote:
Greyhawk wrote:

If the interface design is done well, it will be possible to not have a tutorial because the game itself becomes the tutorial.

This pretty much encapsulates a larger part of the game, and makes a lot of sense in the long run. A good UI on an MMO will typically be self explanatory, an an observant player will be able to learn as they go.

However, given the inherent need for one, since most might believe that the very nature of MMOs is so different to conventional games, the perceived complexity behind it will require a tutorial, so there might as well be some thoughts on how to make such a thing entertaining in the eyes of the player.

After all, there are very few, I believe, who will be aware what the word 'Tutorial' is in the context of a video game and not sigh, and I'll explain why in a second.

So, here are a few thoughts of my own in regards to the tutorial, should there be one.

[b]1) Don't make it mandatory, but offer incentive.[/b]

One of the reasons why gamers might bemoan a tutorial is that the inherent meaning behind it can be patronising, as well as the fact that it is seen as something the game is making you do, rather than something you want to do. While players who have never really played games before might see it as necessary, gamers who have played for a while, and especially MMO veterans will feel that they need to desperately skip it.

Alternatively, you can offer an experience that is easy and teaches the basics, but also guarantees a kind of reward for doing it. City of Heroes, in this context, offers a badge or two and a guaranteed level by the time you get to the other end.

Mandatory tutorials in these situations also find themselves making the most out of what they provide. Guild Wars 2 would generate a tutorial experience by having your character be the defining hero in a major crisis or the winner of an event, not only teaching you how the game is played but also kicking off your adventure in the long run.

Sure, the larger game will have far more levels to gain and many, many more badges to collect, but the tutorial won't leave you with nothing, and defining what to reward your players with by doing the tutorial, regardless of the player's prior experience, should be a larger part of the pulling power into doing it.

[b]2) The right balance between telling the player, and letting them experience it[/b]

Certain aspects of gameplay the player will need to discover for themselves. Cramming every aspect of the game into your tutorial will make a tutorial that will go on for too long. Really, all that needs to be done is to give your player enough information to move their character and interact with the world; information that the UI will not explain by itself.

[img]http://www.cityofheroes.ca/global/includes/images/mt4/game_info/UI.jpg[/img]
[i]Image Pulled from City of Heroes Canada Website[/i]

With the image above, there's a lot of things here that can be discerned without the tutorial immediately explaining it, depending on how well the player had been paying attention during character creation. The compass, the health bar and the chat window are self explanatory, especially during game play. In that same instance, the powers tray contains icons representing powers, icons that the player will have seen and made associations for when picking powers during character creation.

What needs to be explained that the UI has no indicator for is how to move and how to interact with the rest of the world. The cursor becomes another factor of the UI as it changes colours to indicate friend or foe, but you might need an explanation on what kinds of things can be targeted. As Greyhawk said above, the design of the UI can be a tutorial in and of itself with appropriate context clues. Want to teach the player about Leads? Have the journal flash to indicate a new lead has been found, maybe have a jingle to boot. The player will want to click on the journal to see what's up, at which point it will automatically highlight and select the lead upon opening. There can be buttons within that Lead to select it as a focus, which will put an obvious marker on the Nav Bar for the player to follow.

[b]3) Have the tutorial mimic the main game's core mechanic as best it can[/b]

While it doesn't have to be entirely randomised, perhaps a series of three branching paths can be taken in this scenario. With the core game being a largely open world, find your own way experience sort of deal, the tutorial needs to have a little bit of slack in that regard. Making it linear might cause first time players to think that, perhaps, the game has a linear aspect to it as well.

What I suggest would be a small city zone with a few points of interest capable of producing leads, which in turn lead to maybe another lead that results in a final mission. These can be mobs, contacts etc and the player will proceed to explore this area given a singular, driving context.

What that context is depends largely on what the tutorial is meant to mimic. If it's meant to contextually be a tutorial for the character as well as the player, perhaps it's a mentor teaching a sidekick or otherwise new hero by testing their abilities. Perhaps it's the PC putting on the costume for the first time and going on their literal first patrol. The over arching 'mission' would simply be 'find crime' or, in the context of a villain, 'get rich/make trouble'.

What you then have to decide is if the players are secluded in this, or share a city zone in this fashion.

[b]4) Allow for an in game manual[/b]

While I say all this, there are players that might need everything spelled out for them. I can't deny that perhaps I have fallen into this category, either through not paying attention or the desire to get absolutely everything right. For everything that needs to be explained in greater detail, maybe a 'Hero's/Villain's manual' within the journal tab can contain appropriate references to functions not immediately explained during the tutorial section.

I do a DnD Podcast, which can be listened to here.

Additionally, I write up my sessions of a Teen Heroes game here.

Greyhawk
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Having played many games in

Having played many games in Japanese, Korean, and Chinese without being able to read or understand any of the language components, here's a hint:

To test how intuitive your UI really is, find a group of people that does not speak English and let them play the game. If they can play the game without a tutorial, then you have succeeded in designing a genuinely user-friendly interface.

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WarBird
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I apologize in advance for

I apologize in advance for this long post, but this whole aspect of the game is important to me, and the other Super MMO's have failed me.

Champions Online doesn't have a separate tutorial, as I recall. It just starts you out with a very easy linear mission and gives you some instruction along the way. It's all about the Qulaar Invasion, which of course, you miraculously put down in a few minutes. You meet a handful of the signature characters and you generally have an idea of how the major mechanics work by the time you're halfway through. I have justified my hero's presence in Detroit (which is where the invasion is happening, oddly) because, as a hero, I'm going to where help is needed. The tutorial story pretty much allows this and simply introduces me to the conflict at hand. His/Her origins are mine to imagine. The problem is that they become heroes of the struggle and (originally) you got a big reception lauding your exploit at the end of the tutorial. JUST LIKE EVERYONE ELSE!

DC Universe Online starts you in the middle of, guess what, an invasion. Brainiac this time. So, apparently you've gotten your powers BECAUSE of the invasion, and have been captured. (You've also apparently had time to put together a costume and think of a catchy hero name) But now, you must escape the mother ship, while at the same time reducing its defenses so that Superman can make a big entrance and help you destroy it. So you get the basic mechanics again and, not surprisingly, the lore is crammed into every aspect of your introduction to the world. Consequently, everyone has essentially the same origin. Your body is infected with some kind of nanite that manifests differently for different people. ::shrug:: (not much depth there, I know, but it is DC after all)

There are problems with both of these approaches, besides their obvious similarities. They relate, in large part, to the overall design of the game, their respective lore and how the two are integrated.

First and foremost, you can't skip them. The intro mission IS your FIRST mission. You can't enter the world any other way, and there are no contacts for you if you did. Both are pretty long. Much longer than CoH, Maybe as long as CoV, I don't remember that one clearly.

DCUO doesn't even recognize that you could have an origin outside the lore or the immediate opening story. Worse, The DCUO world has a clear and immediate threat that is constantly hanging over the earth, and you spend most of your time putting out minor fires while the Big Kids (ie Justice League) presumably take on Brainiac directly.

CO, conversely, puts you right at the heart of the main problem right out of the gate. Aaaaaand...you solve it. Kaboom. Just like that. You defeat the world threat in your first 20 minutes of play. (Well, you press a button that allows some signature hero to solve it.) Anyways, congratulations, now random NPC's will come up to you and thank you for saving the world. Just like everyone else.

For me, both of these scenarios make it difficult to insert my vision of a character into the world. So what would I want?

Well, we have a city. That's a given. It's a particular city. I can't pretend that it's Harlem or Latveria or Central City. Or at least, it's more energy than I want to spend trying to pretend the reality constantly presented to me is actually something else. So, I need a reason for being here. I can certainly supply my own motivation. I would say that as a generic base, the city is teetering on the edge of destruction due to the inexplicable number of super-beings popping up. So as a Hero, I've come to "help." Restoring order, protecting the innocent, whatever. (Yes, we can overlook the fact that my presence is actually contributing to the problem) As a Villain, I've come to take advantage of the impending chaos; tipping it over the edge, gathering power in the vacuum of authority, the usual.

Since I'm level 1, I am apparently newly come into my power or have not found sufficient challenge to push me to the next "level." so getting used to how they work, and how much I can DO with them is essential. But I also need some idea of how this new city "works." I'm not going to walk up to the first costumed freak I see, proclaim my presence and attack. No, I'm going to look a round. Talk to people. Now If I see a gang of unruly thugs bothering some innocent citizen, well... As a hero, I'm going to intervene, natch. Even as a villainous type, I'm going to try and establish a "rep", and these punks are either exploitable or expendable. But I'm also going to learn how the "authorities" react to my actions and what are the consequences.

So, the tutorial needs to tell me how my powers work and how I can expand them. And a little about the city and it's politics. After that, I should be on my own to write my story (within the confines of the missions I acquire, obviously) and discover (or gloss over) the surrounding lore that doesn't impact me directly.

umbralwarrior
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Cyclops wrote:
Cyclops wrote:

sev171 wrote:
https://www.youtube.com/watch?v=BCPcn-Q5nKE&list=PLhyKYa0YJ_5A6vl7OThKEqe5scJXOyg0a&index=9 Just gonna leave this here.

Best little link I have ever clicked on! Brilliant!

I concur. Very good.

I also like the idea of choices you make changing the tutorial in some way.

It's a superhero game so there should be plenty of action and, if you're playing the world's greatest detective (take your pick), maybe puzzle options too

We all have it in us to be a hero to someone,
Super powers are optional.....

Part of the Phoenix Rising Initiative.....

Proud to be a hero. Prouder still to be a member of [url=http://www.watchfire-online.info]Watchfire[/url]

Fireheart
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Hiya Sam!

Hiya Sam!

I think, a good way to run a tutorial is to have it as a sort of 'overlay' that can be applied to any mission. SWtoR does something like this. There is no 'tutorial mission', there is simply the first mission and a bit of 'prompt and show' to point the way, which a player can toggle on and off.

That way, a player can plunge directly into the story.

And, please, no earth-shattering alien invasions where we save the world as our first action and everything afterwards is anti-climax.

Be Well!
Fireheart

Brand X
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Something to possibly do is

Something to possibly do is have tutorial be a place to try out a high level version of your chosen power sets.

A complaint I heard about CoH, was they felt it was to slow, because they had to wait for the powers to recharge, which of course, with some levels and enhancements, that wasn't true, as you had multiple powers (and it's not like TOR where you have a 1 second cooldown on all powers after using a power :p)

So, start them high level in an IOed build and experience what it's like higher level than 1st level.