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 Thread (21 posts)
pencilrick  5/20/08 5:50:43 PM

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Elite Member

Joined: 12/11/07
Posts: 570

Before WOW, there were MMORPG''s. After WOW there were online solo single RPG''s.

I went out and bought the game today, loaded it, was very impressed with the manual and the graphics.  I knew it had a long in-game tutorial, so I will not pretend to be blindsided, but I will say that for the type of gamer I am, a linear in-game tutorial is a great annoyance, and this one in particular.

I am only level 5 or so in the game, but have not enjoyed any of it.  The combat is "spam the keys, always win", the NPC quest dialogue, that must be endured to advance in the tutorial, is not very fun, and the whole thing feels like it's on railroad tracks.  Now there may be a big free world after level 20, but I'm wondering whether I have the patience wait it out.

Also, I dislike character models that face at an oblique angle.  I'm used to shoulders, feet and face pointing forward.  Don't mind the 45 degree stance in combat, but in normal movement it's distracting and annoying.  And the character being whipped around to face attackers even though you want to face the other direction is an annoyance as well.  Thought that stuff died with EQ2.

But anyway, my main question to the devs is why design something into the game that is not enjoyed?  Noobs are not so incompetent as to require 20 levels of tutorial, and experienced gamers are not so patient as to want to bother with that, especially if it's a linear design.

Why would you design such a big negative into what could be a better game?  Surely someone in your company opposed going this route.

Your overly lengthy, linear tutorial will drive some players away.  It will.  Your tutorial is a barrier to enjoyable gameplay.  If you want to write scripts, then maybe a career in Hollywood would be preferable to one in game design.

There are better ways to educate new players on how the game plays.

(Also, for those of you who say I should not judge a game until I'm past level 20 or something, I say that a game should grab a player within the first few levels.  The first impression is most important.)

 
Rayx0r  5/20/08 5:54:23 PM

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Joined: 4/09/04
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Originally posted by pencilrick

I went out and bought the game today, loaded it, was very impressed with the manual and the graphics.  I knew it had a long in-game tutorial, so I will not pretend to be blindsided, but I will say that for the type of gamer I am, a linear in-game tutorial is a great annoyance, and this one in particular.

I am only level 5 or so in the game, but have not enjoyed any of it.  The combat is "spam the keys, always win", the NPC quest dialogue, that must be endured to advance in the tutorial, is not very fun, and the whole thing feels like it's on railroad tracks.  Now there may be a big free world after level 20, but I'm wondering whether I have the patience wait it out.

Also, I dislike character models that face at an oblique angle.  I'm used to shoulders, feet and face pointing forward.  Don't mind the 45 degree stance in combat, but in normal movement it's distracting and annoying.  And the character being whipped around to face attackers even though you want to face the other direction is an annoyance as well.  Thought that stuff died with EQ2.

But anyway, my main question to the devs is why design something into the game that is not enjoyed?  Noobs are not so incompetent as to require 20 levels of tutorial, and experienced gamers are not so patient as to want to bother with that, especially if it's a linear design.

Why would you design such a big negative into what could be a better game?  Surely someone in your company opposed going this route.

Your overly lengthy, linear tutorial will drive some players away.  It will.  Your tutorial is a barrier to enjoyable gameplay.  If you want to write scripts, then maybe a career in Hollywood would be preferable to one in game design.

There are better ways to educate new players on how the game plays.

(Also, for those of you who say I should not judge a game until I'm past level 20 or something, I say that a game should grab a player within the first few levels.  The first impression is most important.)

 

Ya I think the storyline kicks ass. 

curious, why do you keep refering it to a tutorial?  its a story arch, not a tutorial.

"You act like daffodil picking dwarves are anywhere out of the ordinary..."-Laura "Taera" Genender 2008

felsoule79  5/20/08 5:55:04 PM

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Joined: 11/25/07
Posts: 6

I second that, I honestly just don't find this game fun.  The graphics are awesome, but this game doesn't do it for me....

 
pencilrick  5/20/08 5:55:49 PM

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Elite Member

Joined: 12/11/07
Posts: 570

Before WOW, there were MMORPG''s. After WOW there were online solo single RPG''s.

I guess I want to make my own story through my own choices and their consequences, rather than play some pre-scripted part in a play.

Keep in mind, the idea of being a former slave on a pirate island is great.  But having to following the linear quest of freeing the girl, escorting the girl, getting the key, unlocking the gate, etc..., all in a set order and all with preset dialogue feels constrained to me.

Might it have been better just to plop us on the isle and let us take it from there?

 

 

 
jiveturkey12  5/20/08 5:56:34 PM

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Novice Member

Joined: 12/22/04
Posts: 711

Originally posted by felsoule79

I second that, I honestly just don't find this game fun.  The graphics are awesome, but this game doesn't do it for me....

Thats too bad,

 

Back to AoC for me.

 

-Jive

 

 

 
fantaros  5/20/08 5:57:49 PM

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Advanced Member

Joined: 11/06/06
Posts: 375

Originally posted by Rayx0r

 

Originally posted by pencilrick

I went out and bought the game today, loaded it, was very impressed with the manual and the graphics.  I knew it had a long in-game tutorial, so I will not pretend to be blindsided, but I will say that for the type of gamer I am, a linear in-game tutorial is a great annoyance, and this one in particular.

I am only level 5 or so in the game, but have not enjoyed any of it.  The combat is "spam the keys, always win", the NPC quest dialogue, that must be endured to advance in the tutorial, is not very fun, and the whole thing feels like it's on railroad tracks.  Now there may be a big free world after level 20, but I'm wondering whether I have the patience wait it out.

Also, I dislike character models that face at an oblique angle.  I'm used to shoulders, feet and face pointing forward.  Don't mind the 45 degree stance in combat, but in normal movement it's distracting and annoying.  And the character being whipped around to face attackers even though you want to face the other direction is an annoyance as well.  Thought that stuff died with EQ2.

But anyway, my main question to the devs is why design something into the game that is not enjoyed?  Noobs are not so incompetent as to require 20 levels of tutorial, and experienced gamers are not so patient as to want to bother with that, especially if it's a linear design.

Why would you design such a big negative into what could be a better game?  Surely someone in your company opposed going this route.

Your overly lengthy, linear tutorial will drive some players away.  It will.  Your tutorial is a barrier to enjoyable gameplay.  If you want to write scripts, then maybe a career in Hollywood would be preferable to one in game design.

There are better ways to educate new players on how the game plays.

(Also, for those of you who say I should not judge a game until I'm past level 20 or something, I say that a game should grab a player within the first few levels.  The first impression is most important.)

 

 

Ya I think the storyline kicks ass. 

curious, why do you keep refering it to a tutorial?  its a story arch, not a tutorial.

That's what the devs called it. Tutorial. At one point they said that after go through it with your main u could skip it when rolling alts. Dunno if that made it to launch though

 
Wharg0ul  5/20/08 5:58:59 PM

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Novice Member

Joined: 11/21/03
Posts: 1599

Clench all you want, it''s still going in.

Originally posted by pencilrick

I went out and bought the game today, loaded it, was very impressed with the manual and the graphics.  I knew it had a long in-game tutorial, so I will not pretend to be blindsided, but I will say that for the type of gamer I am, a linear in-game tutorial is a great annoyance, and this one in particular.

I am only level 5 or so in the game, but have not enjoyed any of it.  The combat is "spam the keys, always win", the NPC quest dialogue, that must be endured to advance in the tutorial, is not very fun, and the whole thing feels like it's on railroad tracks.  Now there may be a big free world after level 20, but I'm wondering whether I have the patience wait it out.

The linearity of 5-19 is nothing like the first 5 levels, which is a true "tutorial". Give it a few levels, and actually learn the combat...the "always win" situation is about to change drastically for you.

Read some of the combat guides....the sooner you learn how it works, the less frustrated you will be by having your ass handed to you over and over again.

Also, I dislike character models that face at an oblique angle.  I'm used to shoulders, feet and face pointing forward.  Don't mind the 45 degree stance in combat, but in normal movement it's distracting and annoying.  And the character being whipped around to face attackers even though you want to face the other direction is an annoyance as well.  Thought that stuff died with EQ2.

Check your UI settings. You can turn auto-facing off, etc.

But anyway, my main question to the devs is why design something into the game that is not enjoyed?  Noobs are not so incompetent as to require 20 levels of tutorial, and experienced gamers are not so patient as to want to bother with that, especially if it's a linear design.

Why would you design such a big negative into what could be a better game?  Surely someone in your company opposed going this route.

Your overly lengthy, linear tutorial will drive some players away.  It will.  Your tutorial is a barrier to enjoyable gameplay.  If you want to write scripts, then maybe a career in Hollywood would be preferable to one in game design.

There are better ways to educate new players on how the game plays.

(Also, for those of you who say I should not judge a game until I'm past level 20 or something, I say that a game should grab a player within the first few levels.  The first impression is most important.)

Again, levels 1-5 are the true tutorial. That is where the real linear gameplay lies...you will find it to be common in many MMOs.

5-19 are a kind of "graduated learning curve". This is when you are beginning to discover what your class can do, and how to do it. It also leads you into the combat system slowly.

Night time is a single-player story, which helps develop your character.

Day time is a traditional MMO, with quests, instances, other people, vendors, etc.

Once you leave the island (19 or 20, depending on how far you want to push it), you will be ready for the challenges that will face you in greater Hyboria.

Be GLAD they don't just toss you into the world to be maimed mercilessly.

 

pencilrick  5/20/08 6:00:25 PM

Rank: 88/100 Rank: 88/100 Rank: 88/100 Rank: 88/100 Rank: 88/100

Elite Member

Joined: 12/11/07
Posts: 570

Before WOW, there were MMORPG''s. After WOW there were online solo single RPG''s.

Originally posted by Wharg0ul
Originally posted by pencilrick

I went out and bought the game today, loaded it, was very impressed with the manual and the graphics.  I knew it had a long in-game tutorial, so I will not pretend to be blindsided, but I will say that for the type of gamer I am, a linear in-game tutorial is a great annoyance, and this one in particular.

I am only level 5 or so in the game, but have not enjoyed any of it.  The combat is "spam the keys, always win", the NPC quest dialogue, that must be endured to advance in the tutorial, is not very fun, and the whole thing feels like it's on railroad tracks.  Now there may be a big free world after level 20, but I'm wondering whether I have the patience wait it out.

The linearity of 5-19 is nothing like the first 5 levels, which is a true "tutorial". Give it a few levels, and actually learn the combat...the "always win" situation is about to change drastically for you.

Read some of the combat guides....the sooner you learn how it works, the less frustrated you will be by having your ass handed to you over and over again.

Also, I dislike character models that face at an oblique angle.  I'm used to shoulders, feet and face pointing forward.  Don't mind the 45 degree stance in combat, but in normal movement it's distracting and annoying.  And the character being whipped around to face attackers even though you want to face the other direction is an annoyance as well.  Thought that stuff died with EQ2.

Check your UI settings. You can turn auto-facing off, etc.

But anyway, my main question to the devs is why design something into the game that is not enjoyed?  Noobs are not so incompetent as to require 20 levels of tutorial, and experienced gamers are not so patient as to want to bother with that, especially if it's a linear design.

Why would you design such a big negative into what could be a better game?  Surely someone in your company opposed going this route.

Your overly lengthy, linear tutorial will drive some players away.  It will.  Your tutorial is a barrier to enjoyable gameplay.  If you want to write scripts, then maybe a career in Hollywood would be preferable to one in game design.

There are better ways to educate new players on how the game plays.

(Also, for those of you who say I should not judge a game until I'm past level 20 or something, I say that a game should grab a player within the first few levels.  The first impression is most important.)

Again, levels 1-5 are the true tutorial. That is where the real linear gameplay lies...you will find it to be common in many MMOs.

5-19 are a kind of "graduated learning curve". This is when you are b