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@farfalla Preach.
And after 2 weeks, no one wants you any more
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@Snackness Declining to validate newbie RS requests for people who didnāt give me anything valuable is one of my small pleasures in life.
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@farfalla whisper Me too.
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So Iāve completely forgotten what video this was, and I think Iām going to fail to pull it up, but I saw a wonderful analysis about specifically the tutorials that are not actually spoken.
The example, I believe, was Mega Man X.
Basically, the idea is that by presenting people with obstacles that are very simple to start, and introducing them to concepts that theyāll see later on in the stage playing out in a non-threatening way for the first time, without even mentioning the mechanics, you can give people an idea of what to expect when the stakes actually matter.
I think this could be translated beautifully into a muck tutorial, where instead of being jettisoned out into an OOC lounge or onto the grid, youāre taken through a character creation process that teaches you the common commands by forcing you to execute them before you can leave the room.
This is especially easy to do with some things like posing or looking at a room or looking at descriptions. If you can find a way to make that fun and engaging the first time through, you can prepare people for all of the commands that are going to come on down the line and hopefully decrease some of the confusion and overwhelmingness for a new player.
Turning the tutorial into a sort of escape-the-room situation would be amazing. Obviously, you can put a skip command in there if someone really truly doesnāt want to do it, such as with an alt, but gosh what a cool experience that would be to help acclimate to a new game.
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@Solstice said in What we can learn from video game tutorials:
Turning the tutorial into a sort of escape-the-room situation would be amazing. Obviously, you can put a skip command in there if someone really truly doesnāt want to do it, such as with an alt, but gosh what a cool experience that would be to help acclimate to a new game.
I wanted to run people through Mr. Andersonās life before Neo from his perspective to teach people the basic game mechanics, progression and emote-based combat of the Matrix game stuck in my head. At the end of the tutorial, youād choose red pill, blue pill, or a machine-to-be-decided and be funneled into the appropriate character generation and lore primer for your chosen faction.
I love it when the tutorial is actually part of the game.
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As someone who has written tutorials for casual games before, this is a fascinating idea to me. Tutorials for MU*s are sort of difficult because as currently put together, they canāt be immediate sorts of things that players can get into right away.
I agree with @YetiBeardās notion of a mission statement ā I think every game should have one front and center: tell players what theyāll be playing and what theyāll be doing and what they can expect out of the game.
I love the idea of Session Zero that @Third-Eye mentioned, but again, itās hard to do unless itās a Waking Up vignette like on The Network. In some searching around a while back I found a very interesting Social Contract that I think could help with some of that, and adapted it for a project Blu and I were working on: https://emptynight.aresmush.com/wiki/policy#social-contract
I think that on an original theme game, having an Overview page that new players get sent to can help, especially if itās a super-light summary of the setting and the themes of the game, and then leads to a handful of places that they could go next to learn more (a literal handful, I think 5 is plenty).
And I think that intro-combat-scenes are a great thing to do before any new player engages with a ābig plot scene,ā but again, the problem of timing/immediacy comes up with the format.
I would love to find a way to create a playable intro, like @Faraday has for the combat system on the Ares general website (https://www.aresmush.com/fs3/fs3-3/combat-walkthrough.html) ā I think this would be a phenomenal way to bring people into theme, but it would have to be a lot smarter than Faraās example to respond āappropriatelyā to anything the player could do.
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@Roadspike said in What we can learn from video game tutorials:
I love the idea of Session Zero that @Third-Eye mentioned, but again, itās hard to do unless itās a Waking Up vignette like on The Network. In some searching around a while back I found a very interesting Social Contract that I think could help with some of that, and adapted it for a project Blu and I were working on: https://emptynight.aresmush.com/wiki/policy#social-contract
I kind of want a whole thread just on this idea. I think thereās a lot of good stuff here.
Tutorials for MU*s are sort of difficult because as currently put together, they canāt be immediate sorts of things that players can get into right away.
Iām REALLY thinking a lot about whether thatās always true. I think a lot of things COULD be automated as part of a āyou get this info when you do this thingā. The first time you enter combat? A link to the extensive guide we built in the wiki. The first time youāre KOād? An emit telling you what you can do.
I think prompted vignettes could be a really neat way to pace theme tidbits, too. Writing one can hook you to the character and the theme. Reading the instructions or other peopleās versions can teach you something valuable about the setting. I kind of love the idea of spacing these out over time to teach new things.
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I think a tutorial should be written by someone not involved in making the game. They should absolutely have input, answer questions, etc, but it should come from a player.
Why? Theyāre someone who is doing the things theyāre trying to explain but without the bias or baggage of prior knowledge of how the system works. When one spends months (or even years) working on something, their ability to explain it to others just starting out is diminished by exposure.
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Played before on a MUD that had a tutorial and a new person quest system. It was helpful to introduce the original theme, although was probably a little bit too light on the as it also wanted to keep an air of mystery and discovery via player-character interactions.
Basically the tutorial taught the very basic social and movement commands for the game via a ghost before they set the person off on a fetch quest to go to several locations on the grid to unlock a token. Then the person needed to talk to X number of org leader characters to also get a token. So was handy in 1 regard to having a new person explore the grid and meet people. After getting the required tokens, their character got a bedroom. (Yeah dunno where they slept before.)
The downside was it got a bit transactional in terms of the roleplay, plus put pressure on org leaders to go meet new characters. Additionally without an āIāve played this game for 3 years, I donāt need the tutorialā option it meant older players had to go through the same process.
I donāt think it really retained many players since the tutorial hooks were very light touch.
OH! Also there was an in-character mentoring guild that would be on hand to help new characters. It sort of faded out after the tutorial bot was introduced but was still on hand. It had both fantastic mentors, really good quality RPers in it but also the occasional creeper to hunt new characters to sexy up. The game introduced an unofficial āno sexy until after 2 weeksā rule to sort of put them off.
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@Whisky said in What we can learn from video game tutorials:
Then the person needed to talk to X number of org leader characters to also get a token. So was handy in 1 regard to having a new person explore the grid and meet people. After getting the required tokens, their character got a bedroom. (Yeah dunno where they slept before.)
The downside was it got a bit transactional in terms of the roleplay, plus put pressure on org leaders to go meet new characters.Yeah, this is always my concern with anything that requires or even requests individual connections from specific players. The newbie meet-and-greet remains a really important aspect of getting new players hooked into your game, but it should be fun for BOTH sides, and something many, many people should do. Itās easy for this type of RP to feel transactional and repetitive over time.
One of the points the PvZ video brings up is that a tutorial MUST be fun - the experience of learning should be engaging. Iām mulling over RP that could be engaging to BOTH players while still be newbie welcoming.
Additionally without an āIāve played this game for 3 years, I donāt need the tutorialā option it meant older players had to go through the same process.
Yeaaaaah, for anything thatās specifically systemy, I think you need an opt-out unless itās REAL unobtrusive.
I think a tutorial should be written by someone not involved in making the game. They should absolutely have input, answer questions, etc, but it should come from a player.
This is a really interesting point! I think at the very least it needs to be written in cooperation with players. With a M*, itās harder to do UX playtesting like video games do - but also, we can iterate constantly. As questions continue to pop up, we can implement something to answer them.
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@Tat said in What we can learn from video game tutorials:
With a M*, itās harder to do UX playtesting like video games do
Yes and no. Many games these days are opening in limited-run alphas and betas, which is the ideal time to make ācreate tutorials and introductory information packagesā a part of the culture.
The other reason Iād say get either a player or dedicated part-time staffer/consultant to do it is that running a game takes time and effort, not to mention youād want to RP too around your own life going on. So itās harder for people already loaded with responsibility to do it on a constant basis.
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@Tat said in What we can learn from video game tutorials:
This is a really interesting point! I think at the very least it needs to be written in cooperation with players. With a M*, itās harder to do UX playtesting like video games do - but also, we can iterate constantly. As questions continue to pop up, we can implement something to answer them.
Probably SLās best combat tutorial was written by @deadscribe though that was at the mid-point of the gameās life. Agree with @Pavel someone doing it after an alpha period would be interesting.
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@Third-Eye Iām the kind of guy that canāt keep a character wiki page updated, so Iām absolutely the wrong person to get to write documentation.
This is especially the case if youāre trying to on-board someone to a gameās theme when the game has been running for a year. Like Arx, for instance, is SO MUCH different to how it was when I played. Iād need an actual textbook to get caught up on everything that has happened since then.
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@Tat said in What we can learn from video game tutorials:
The newbie meet-and-greet remains a really important aspect of getting new players hooked into your game, but it should be fun for BOTH sides, and something many, many people should do. Itās easy for this type of RP to feel transactional and repetitive over time.
I think thatās where the real struggle with integrating new people comes into play.
We all want the deeper connections that lead to meaningful RP. Youāre almost definitely not going to get that from a brand new PC - not even just because your PCs donāt know each other yet, but because that player is probably still figuring out that character.
Integrating new characters is always going to be work to some extent. Itās like bringing in a new party member in a later chapter of the game: you can see theyāre going to be awesome when they level up, but goddamn those first few levels are a grind.
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T Tez moved this topic from Helping Hands on
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@Solstice said in What we can learn from video game tutorials:
I think this could be translated beautifully into a muck tutorial, where instead of being jettisoned out into an OOC lounge or onto the grid, youāre taken through a character creation process that teaches you the common commands by forcing you to execute them before you can leave the room.
I have a funny story about this. I got a few friends who donāt play MU*s to try out the chargen/tutorial of Silent Heaven. The results were staggering.
First test: The screen says that thereās āa way to the North.ā Friend #1 has no idea that she needs to type N. I had to tell her what to do, so thatās no good. Letās try again with a new friendā¦
Second test: The screen says that thereās āa way to the Northā and in brighter text, āType āNā to go north.ā Friend #2 tells me that N isnāt doing anything. Somehow he had unfocused the input box before typing anything. After I told him that he needed to click on the input box, he expressed with surprise that he hadnāt even noticed the input box.
Third test: Now it says āType āNā in the box below to go north.ā Friend #3 tells me that typing N just makes the letter N appear and that nothing else happens. I sighed so hard and told him to press enter. Yay.
Fourth test: āTo go north, type āNā in the box below, then press enter.ā Friend #4 types apostrophe, N, apostrophe. I cry inside.
Fifth test: Iām starting to run out of friends who are willing and available to blindly try this. It now says, āTo go north, type the letter N in the box below, then press enter.ā Friend #5 does it successfully! We did it! Confetti and streamers rain from the skies!
It was like this for every section of chargen. I had to edit the phrasing of sentences, add explanations for things MU* players tend to assume are common knowledge, and so on. I learned a whole lot and it was very beneficial in the long run.
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Thatās incredible. NICELY DONE.
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@Jumpscare omg thatās FASCINATING
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You clearly need a thread to share with us your experimentation on these human mice that are your friends who will try this stuff out.
I honestly cannot remember for the life of me how I made it through my first MU* tutorial.
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@Tat said in What we can learn from video game tutorials:
Iām curious whether any Ares game runners have found people actually pay attention to this.
Iāve heard people mention it a couple of times as incentive so the knowledge is certainly out there. I donāt think it plays a big part, though.
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In reply to the general original question of: What makes you get invested in an original theme?
The answer for me is documentation.
Oh no, not more reading! (I hear some cry in the back of my head) Yes, more reading.
Have a clearly presented ideology behind the game.
Express what kind of initial stories are being told, the overarching theme, the playground so to speak.
Making theme and help files /easily/ accessible, both on game and off is important. Not everyone wants to go to a wiki or webpage and thereās no reason why the documentation canāt be accessible on game too.
If it is a custom system (Which honestly, it needs to be at least adapted. Many TTRPGās are not an easily put into place whole cloth into a MU*) make sure the rules of that system is easily available so itās a level playing field.
Beyond those more design level things, for me, overall setting is a huge thing.
Generic Chronicles of Darkness, probably going to pass. Interesting take, even if itās crazy (Looking at you CrackMUX, even if you were oWoD), a lot more intriguing than seeing the default race to Power Stat 8+ and who can make the most broken combat sheet to lord over everyone else.
I can generally make fun for myself, but being able to engage with the theme because itās well written enough that everyone can make use of it is another thing entirely.
Sorry about the ramble, and probably missing the point.