You're right about video effectiveness, but it is easier to make a video than an interactive tutorial.
One thing we thought about but didn't get around to was interactive single-player challenges. Imagine something like.. "Get across the map in 30 seconds as a skulk!" or... "As marine commander with marine bots, get a phase gate in less than 1 minute!" Starcraft 2 has similar stuff. But, never got around to it. It would require perhaps some level design support (the way I did the tutorial was haaccckkkkyyy as shit :P)
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited May 2014
Something I wanted to see was a tutorial like hl1 where there is a hologram /ghost model in front of you that you mimic.
A light bulb turned on when I once taught like 4 rookies at once how to fade.. And i found that verbal instruction did nothing, doing it directly in front of them did nothing, but if I had them attempt to mimic my movements directly behind me, they caught on instantly!
Imagine learning how to wall jump with 3 varying stages of difficulty by following and mimicking a skulk ghost model in front of you.
If a mod did this, it would be the greatest service to player retention so far.
It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
edited May 2014
Wonder if the community can build more interactive tutorials to cover more advanced topics like:
Tracking Targets - Have AI bots travel at the rookie player one by one, gradually increasing in difficulty.
Skulk Wall Jumping - A custom "course" with key press notifications.
Alien Evolution - Scripted scenarios where rookies can see how certain evolution are best used, like using phantom to ambush marines...
This sort of reminds me of old Team Fortress Classic "Rocket Jump" maps, where you basically got PORTAL style challenge rooms that got harder as you progressed.
I'd be happy to lend what assistance I can to make some scripted narrations with voice over much like the existing ones do.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
I can write the script and what should be covered /taught.. As well as play test it.
Just need someone who can code the scripted events and control the ai, and a mapper to make *basic* courses. (maybe just chopped up versions of existing maps)
It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
It really boils down to finding mappers and coders to make the interactive part happen. If we get those folks on board, then... "we can build a better NS2 for all!"
Only if done right.
There are huge differences between RO2 and NS2 in regards to learning curve and player retention.
I suggest:
* Rookie only servers based on playtime.
* Force a brief 60 sec tutorial, video or interactive for rookies, before playing.
* Include more optional robust and advanced tutorials for things like alien movement.
Else you will just instantly hemorrhage all of those new players, days after, and it would be for nothing.
So much this. See: all our previous free weekends. Granted, it doesn't help that almost every free weekend was on the initial build of a very large new patch that needed hotfixing, either. That's definitely something we hope to avoid in the future.
Comments
One thing we thought about but didn't get around to was interactive single-player challenges. Imagine something like.. "Get across the map in 30 seconds as a skulk!" or... "As marine commander with marine bots, get a phase gate in less than 1 minute!" Starcraft 2 has similar stuff. But, never got around to it. It would require perhaps some level design support (the way I did the tutorial was haaccckkkkyyy as shit :P)
A light bulb turned on when I once taught like 4 rookies at once how to fade.. And i found that verbal instruction did nothing, doing it directly in front of them did nothing, but if I had them attempt to mimic my movements directly behind me, they caught on instantly!
Imagine learning how to wall jump with 3 varying stages of difficulty by following and mimicking a skulk ghost model in front of you.
If a mod did this, it would be the greatest service to player retention so far.
Tracking Targets - Have AI bots travel at the rookie player one by one, gradually increasing in difficulty.
Skulk Wall Jumping - A custom "course" with key press notifications.
Alien Evolution - Scripted scenarios where rookies can see how certain evolution are best used, like using phantom to ambush marines...
This sort of reminds me of old Team Fortress Classic "Rocket Jump" maps, where you basically got PORTAL style challenge rooms that got harder as you progressed.
I'd be happy to lend what assistance I can to make some scripted narrations with voice over much like the existing ones do.
Just need someone who can code the scripted events and control the ai, and a mapper to make *basic* courses. (maybe just chopped up versions of existing maps)