Tutorial first time you start the game?

JashaaaJashaaa Join Date: 2009-09-10 Member: 68742Members
A game that you dont understand is boring, everyone knows that. I tested "Hearts of Iron 3" some weeks ago, the so called "tutorial" was ######loads of text to read. Can't even listen to it. No way in hell I would do that.
But yesterday I tested "Microsoft Flight Simulation X", when I loaded up the game I could make 3 choise. 'Beginner', 'Intermediate' and 'Pilot'. Thus setting up the game for your level.

I think that would be awesome in NS2. I have played NS1 for many years. I wouldn't read any 'standard' tutorial in NS2. It would probably take 30 min just to read some 'minor' changes. Instead NS2 should have it like FSX with the options 'Take it all from the beginning', ' Give me the basic, I wanna play now' and 'I'm familiar with NS, lets rock!'

The first option would be something like "There's a battle going on between Marines and Kharaa..."
Second one "Here is the Marine base, the commander in the chair gives you order and drop stuff that you build..."
Last one like "Welcome back soldier, the battle is still going on but there are some new tactics on the battleground..."

Of course it would be a video and/or somewhat like a powerpoint with pictures and sound. I know people that only tested NS1 for a game or two and thought it was a big "mess". Would be sad if that happens to NS2.

Any opinions?

Ps. Yes, people are lazy. If they download NS2 from pirate bay and don't understand it they will uninstall it quickly. But if they understand it they might buy it.

Comments

  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    nah i just want to play :)

    i would say that the first large group of poeple that have pre-ordered will have pretty good understanding of how it plays
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    tutorial would be nice. i second this.
  • kickerkicker Join Date: 2007-09-22 Member: 62397Members, Constellation
    maybe someone from the community does it.
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    <!--quoteo(post=1726904:date=Sep 11 2009, 01:15 PM:name=kicker)--><div class='quotetop'>QUOTE (kicker @ Sep 11 2009, 01:15 PM) <a href="index.php?act=findpost&pid=1726904"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->maybe someone from the community does it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And if he does it very well, it may even become most wanted tutorial of all time for NS2
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited September 2009
    I'd prefer <a href="http://unknownworlds.com/forums/index.php?showtopic=106995" target="_blank">challenges</a> for commanders and <a href="http://unknownworlds.com/forums/index.php?showtopic=104013" target="_blank">achievements</a> for non-comms to combined with an <a href="http://unknownworlds.com/forums/index.php?showtopic=104062" target="_blank">integrated reserved slot system</a>(or at least server playstyle tagging for servers to specify whether they are newbie, casual, open, or competitive) to a tutorial.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I agree with this 100%. I have had a number of friends which I tried to introduce to commanding in ns2. It would have been a lot easier to point them to a tutorial - even if it was short and simple.

    Obviously for people familiar to ns2, it doesn't really help - but that's not who the tutorial should be geared to.
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    I considered designing a tutorial, but there are too many technical issues that need to be overcome. Primarily, I doubt that NS2 will have any infrastructure behind it to support a single player component. There isn't going to be a save/load mechanism (which are very difficult to make), there won't be any AI to create bots to teach them combat and most importantly it would be difficult to keep the tutorial relevant. I have no doubt that NS2 is going to go through mechanical overhauls as the developers try to fine tune the game. Any of these overhauls or additions to games, or just balancing changes, can immediately out date a tutorial.

    And that's just for a breaking-the-fourth wall tutorial. If you want to create a tutorial with a narrative, it becomes a huge project where you are going to need voice actors and assets created to create an attractive setting.

    I don't think a traditional tutorial is reasonable until maybe 6 months after the game's release.
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    Of course for the pre-orders playing Alpha and Beta tutorials are not important.

    However @ release there NEEDS to be a solid mechanism to guide new players through the basics.

    To be able to retain people new to NS there has to be an IN game mechanism. Online fan made tutorials/guides/manuals that you find on the forums are already a lot to ask of a new player. It has to be in-game and suggested upon the first run of the game.

    Whatever the devs choose to implement is has to be in the initial release. Tutorials are best but things like achievements and tooltips might do a good enough job with less resources.

    I think and offline tutorial for playing as grunt/commander would be best. Even if just done with simple AI. I know AI will be in game because the Siege Canon and Weldbots need to move around somehow.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1727054:date=Sep 13 2009, 09:28 AM:name=NeoSniper)--><div class='quotetop'>QUOTE (NeoSniper @ Sep 13 2009, 09:28 AM) <a href="index.php?act=findpost&pid=1727054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Of course for the pre-orders playing Alpha and Beta tutorials are not important.

    However @ release there NEEDS to be a solid mechanism to guide new players through the basics.

    To be able to retain people new to NS there has to be an IN game mechanism. Online fan made tutorials/guides/manuals that you find on the forums are already a lot to ask of a new player. It has to be in-game and suggested upon the first run of the game.

    Whatever the devs choose to implement is has to be in the initial release. Tutorials are best but things like achievements and tooltips might do a good enough job with less resources.

    I think and offline tutorial for playing as grunt/commander would be best. Even if just done with simple AI. I know AI will be in game because the Siege Canon and Weldbots need to move around somehow.<!--QuoteEnd--></div><!--QuoteEEnd-->


    good point, people wont stick around if the game is hard

    maybe UWE will need to nominate some players from the alpha and beta's, into their local servers to act as trainers - you could make special training servers at regular times that people can join in and play a friendly game to learn the mechanics :)
  • PaladinDudePaladinDude Join Date: 2006-12-04 Member: 58881Members, Constellation
    I think most people here are NS1 vets so it'll easy for us to "get" the game but I remember being very intimidated at the prospect of commanding for the first time and a tutorial would have been VERY useful, and also helpful for the people who think they know how to Comm but don't! To make the new version more accessible to newbies and show people the "right" way to comm I think a tutorial is essential, even if it has the dumbest of bots to play against it would still give the player the chance to get used to the controls and the concept.

    I think this is a must for the release version.
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