Complex beginnings.
Many games nowadays, especially the more advanced games (Thief, Deus Ex, System Shock, Ultima Underworld, Black & White etc). Have several problems.
If they want to gain "casual gamers", the problem is that they overwhelm the player with POSSIBILITITES and the LEARNING CURVE.
In the PC Zone 95% review of Black& White, it starts by saying that it needs PATIENCE and TIME to get into the game. Thus you can see that it is overwhelming people with possibilities at first.
Maybe they should start off with more training levels? be simpler? - problem is what if the people who enjoy the "training levels" are still put off by the complexity of the full levels.
I always liked the idea of the beginner GUI that you could then upgrade to an advanced GUI. What if all of the difficult settings are automated while the player is still getting used to the simple controls, then after the player has mastered them a profficient GUI comes up... Then once they have mastered those controls, there is the Advanced GUI.
Basically, just grey out all of the options that the player is NOT allowed to make until they have mastered each of the control panels.
This way, you can have them starting on simpler levels with training missions or whatever in which they come to terms with their surroundings. One thing that must be different about training missions, though, is objectives. It must be something beneficial for the player in completing them, because training missions can be boring as hell!
-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
Basically, just grey out all of the options that the player is NOT allowed to make until they have mastered each of the control panels.
This way, you can have them starting on simpler levels with training missions or whatever in which they come to terms with their surroundings. One thing that must be different about training missions, though, is objectives. It must be something beneficial for the player in completing them, because training missions can be boring as hell!
-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
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quote: Original post by Ketchaval
Many games nowadays, especially the more advanced games (Thief, Deus Ex, System Shock, Ultima Underworld, Black & White etc). Have several problems.
Incidentally, aren''t the first 4 of those 5 games all designed by Warren Spector?
(BTW Only Deus Ex & System Shock were majorly designed by Warren).
I''ve always thought that the training missions were a good way to either initiate the player into a long running saga.. (set up the good guys and the bad guys). Or to prepare them for the change in the action. Or introduce the protagonist (Thief).
The only thing that is annoying is when the camera controls are explained.. this ought to be made more interesting.
I''ve always thought that the training missions were a good way to either initiate the player into a long running saga.. (set up the good guys and the bad guys). Or to prepare them for the change in the action. Or introduce the protagonist (Thief).
The only thing that is annoying is when the camera controls are explained.. this ought to be made more interesting.
quote: Original post by Ketchaval
Maybe they should start off with more training levels? be simpler? - problem is what if the people who enjoy the "training levels" are still put off by the complexity of the full levels.
It used to be said (maybe still) that the mark of a good game was one you could pick up and play w/o the manual. I believe this is true even for the most complicated games.
But as far as the full levels go, they like it or they don''t. You can''t really help that. Welcome to the idea of "niche."
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Just waiting for the mothership...
--------------------Just waiting for the mothership...
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