In-game Tutorial?
This subject popped into my head when I was thinking about what would need to be done in my (somewhat) hypothetical spy genre MMO that I’ve been fiddling around with the past couple of week.
When the player starts the game for the first time, their character has just joined the agency they picked and has entered that agency’s training facility. While this training is meant to get the player used to the gameplay as far as the types of missions, how the combat system works, how inventory and skills work, etc.
The question is, however, how much hand holding should the game do for the player? Are MMO players these days savvy enough to just be dumped into the game and expected to survive?
There are a couple of layers that I can think of (in no particular order):
- A Help screen that labels the UI and provide screenshots of combat and other gameplay with tips on how to do things.
- Specific missions that stop at points and say “Now do this” with arrows pointing to what needs to be interacted with to do “this”.
- Tooltip type guides that pop up as the player is playing with an option to stop showing them.
The first bullet would probably be good to have no matter what. While I’d love to do both of the other bullets, the cost (time and effort) to benefit ratio may mean that I’ll have to let the player fumble through with just the first bullet to rely on.
I guess this is what playtest is for though. If I get to the point where I can let someone try the game out and they can’t figure out what to do I may have to revisit this. That means that I’ll have to try to ensure the game is designed to plug something like this in later.
Fun times.
Yeah, I think at first have a menu for instructions sort of, and if you end up publishing it and players demand something more, then you can worry about something more. Think about minecraft: it has NO instructions whatsoever (of course, its not that hard to fiure out what to do in that game).
Thanks for the feedback. I’m thinking minimal is the way to go, but as it’s not your typical MMO it might be confusing. Can’t hurt to start with less and expand if needed though.
Hi Jim,
I didn’t know where else to contact you so I posted here. I hope its OK. I’m currently working on a simple 3D RPG and in the process of creating the mechanics engine (the one that reads the scripts and all the data and implements the rules of the game), but it has grown to beyond my capabilities. I am looking for experienced people to help me finish the game and I am hoping that you can help me. I have coded the render library and the effects files it uses but since this is my first game I think it leaves a lot more to be desired. You can contact me @ ted.deleon@kabergames.com if you are interested or just want to help me out.
Hoping to hear from you.
Thanks and Regards,
Ted
Thanks for contacting me about the opportunity, but I already have a lot more on my plate than I can realistically do in the time I have.
Good luck with the game!