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Silk Kanishk
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PostPosted: Thu Nov 10, 2011 11:38 am


Often considered the backbone of all of zOMG's woes, The tutorial which is supposed to equip all zOMG! newcomers with the knowledge to make it through the game has instead devolved into what cannot even be called a shell of its former self. That being said, the older tutorial though very explanatory drove away more players before they were even done with it. So now it's time to find some midway between these two extremes. How would you optimize the tutorial keeping in mind the following points:-

1) It needs to be concise - Teach only that which needs to be taught. This might require doing away with simpler details that the user can figure out on their own or perhaps cutting down on the story itself.

2) It needs to be less on resources - We want to try and lessen the burden on the devs so trying to make use of existing areas might be a better idea.

3) It should have the following three rings awarded to the player - (attack ring, healing ring and a buff)
PostPosted: Thu Nov 10, 2011 11:49 am


Some resources in case anyone wasn't around for the old tutorial or are too old to have gone through the new one.

Old Tutorial(Part1)
Old Tutorial(Part2)
Old Tutorial(Part3)

New Tutorial

Thanks to Scobes who in turn got in from Styles who in turn got it from Ren XD

Silk Kanishk
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Silk Kanishk
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PostPosted: Thu Nov 10, 2011 11:54 am


In my opinion, most people are always eager to dive right in when presented with a new game so it's understandable that they'd want to have nothing to do with the tutorial. In such a case, it would be a good idea to give the player the choice to skip the tutorial if wanted so that they can try and explore and understand the game on their own. If and when they do feel like they're missing out on some info, they can always repeat the tutorial as many number of times they desire.
PostPosted: Thu Nov 10, 2011 2:21 pm


Yeah wanted to thank Ren and Styles for helping with the videos.

Scobre
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DrQuint

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PostPosted: Thu Nov 10, 2011 5:47 pm


>Skipping

Eh, maybe if the thing is too long...
edit: Actually, YES!!! No more people getting stuck on the tutorial due to bugs!

>Playing the tutorial again

Glorious! Brilliant! Masterful!



Actually, here's two things I often say about the tutorial which are:


1) Progressive Learning
We should give info incrementally and let players figure things on their own in between. The downside is relying on players to get back to the tutorial on their own. Since they often skip content, they would skip any warning that a tutorial area had a new section unlocked.

Likewise, several, and a mean A LOT OF GAMES, use progressive tutorials. the more you go in the plot, the more tutorial you're given. While this is a great idea on its own, i falls prey to content skipping.
Thing is, I don't trust people to figure things on their own 'too much'. I do believe a lot off users would skip a tutorial and still forget things later. I think we need a safety net to catch them just in case.


There was an experiment once with that. The hypernet were stations that granted progressive hints and important information the further you got in the game. You'd receive hints towards Rage Ranks on Bill's ranch. Buffs for zen gardens and Crowd Control on the Lake. Or something along those lines. It made sense and it wouldn't be too much info at once. However, as myrielle puts it... people skipped that content. For gold. Yep.
Personally, I think the time the hypernet had been up for a too short time (maybe like, a week) to be even considered a good experiment on its use, but still, people were indeed abusing it, so that matter had to be taken care of. Shafted the poor robots were. crying
May that lesson sink in on the dangers of giving too much free access to rewards in incremental tutorials. If the hypernet model ever returns, make the hypernet or its replacement unusable until the previous area quests are full completed.
Also make them NOT ugly and choppy as hell. Heck, copy paste Azurea instead of the towns robots if you have to. She's fapp- I mean, she's good looking and would fit anywhere.

Another model I had for progressive tutorials would be to take advantage of the loading screens. I had a thread about it here-there.
Thing is simple. Give areas random pieces of advice, much like trixie's random blurbs when you die on the one place users 1 - Can't Skip and 2 -Won't feel pressured to not read. Not as wordy and obnoxious as the one I had in that example, and definitely better at pointing the important part, but still, something that gets the point across! And of course these tutorials would be random pictures among regular pictures on loading screens, so they wouldn't really nag a user too often.

2) Tell and Show

Users will often be extensively be explained how to use rage. By a person. They will get three different metaphors for "holding the mouse key" and still fail.
However, a lot of users seem to learn effectively after being brought to the sewers, where there's pictures. Once again I point to the points I made with the loading screen tutorials: People learn best when they see something done! This is one of Valve's main focus on gaming design:

>Show player how to do something
>Let player do that in safe environment
>Make player use that action in a dangerous enviroment

We need two things:

- A tutorial that can check when a user successfully does tasks such as using rings of the right type, target a monster using mouse and keyboard, attacking said monster with both options, moving around with both options, healing a friendly player, using rage... Players need to DO what they're supposed to do before proceeding. If they're allowed to skip that and still complete the tutorial, then the tutorial has failed.

- We need visual input on what each task is meant to be. An idea - Using NPC that can mimick, or just outright use, ring effects, to show the difference between RR1 and RR4. We could use some intractable NPC's again as actual part of gameplay, but in case that would not be possible, at least a picture showing say, a RR1 Solar Rays compared to RR4, during the "Using rage tutorial", would be nice.
PostPosted: Fri Nov 11, 2011 7:20 am


frank. crying


well first off, frank needs to be a part of the tutorial because he is needed to help introduce plot of gaiazomg and correct his part in the story.

(man i loved that original tutorial.)


the new tutorial is kinda lame since it is leon you have to save. at the same time, why leon? he is wearing armor so how can he be attacked? so i always wondered why him.


skipping the tutorial option would be interesting, but will that be easy to implement? like users who already been playing zomg and they now want to start fresh on a mule, yeah i can see them skipping. but also if you skip, will it hurt any of the quest chains?

oh. has anyone noticed that in the sewers it gives an option to turn tutorials on/off? maybe instead of a user being dumped at the village greens, they should be warped to the sewers..


(will make another post or add on to this later.)


scullylam


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Beenz

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PostPosted: Fri Nov 11, 2011 8:28 am


I completely agree that we need Frank back in some form. Even if it's just to have to storyline make sense. D'x

Why was the starting point of the game moved to Village Greens anyway?

I think it would be great if a new tutorial could be implemented without disrupting the quest chains too much. Last time there were people who'd made it half way through the old tutorial and had their entire game messed up because Elizabeth had suddenly moved across the map and no longer responded to them. sweatdrop

As has already been mentioned: I think a repeatable/optional tutorial would be a great way to go. Maybe with the addition of game tips on loading screens like Quint suggested, since there are always bound to be people who forget how to play.

The sewers actually cover a lot of what new players need to know*, however there main problems it seems to have are that:


1) The tutorial is disjointed. There's odd amounts of time between tip screens where you're wondering if that was it or if there's more to come. If you're switching screens and a tip box appears, you'll miss it because you've suddenly changed squares and there's no way to get it back up again unless you re-start the tutorial.

2) No-one knows about it. I mean, there's a grey dot on the Barton Town map but it's easy to miss and doesn't really tell you that 'OMG YOU CAN LEARN THINGS HERE!!'. Might be better to have an NPC (Frank? 8D ) standing outside the sewers with an explanation of what's down there? Maybe change the colour of the dot to something more noticeable? Maybe have a notice come up on a newbies screen saying something like 'Find Frank in Barton for your special ring training!' or have it come up as a tip on a loading screen.

Edit: * Some of the tutorial could do with a bit of clarification. Crews are mentioned, and reasons why crews are great, but it doesn't really tell you how to make a crew. Unless I missed that bit. xD; Not sure if rage ranks are mentioned either?
PostPosted: Fri Nov 11, 2011 10:22 am


yeeeeaaaahhhh... i have a flag on elizabeth and what's her face at the love shop in barton. they won't clear the flags at all so i am forever stuck with them due to changes in game. sweatdrop


i agree that it would be nice if maybe frank was at the sewers exit. and i think the reason why the train and sewers became unused was because players would get stuck down there. a lone barton regular may have given the silent treatment so they couldn't exit the subway area to go into the sewers. i remember it was a huge mess and took weeks maybe to fix. and users used their mules to try and get through that area.

but, if that tutorial was back, would the same happen again? the whole "stop the train!" and then running into the sewers? will users be stuck there again? awwww... and it was cool when users tested out their new rings on the trash cans. trash cans should be brought back for them to try their rings on and then if they do it right, they can attack peelungers and gramsters. biggrin

so maybe what can be done is well... hmm.... maybe it would be best if frank was the one to start them out. then put a barton regular back in barton. with frank he is pretty much beginning/middle/end so he has to be the one that you meet. he can be shady and say he's lost but also maybe give you a ring and tell you to try it on a trash can over in the corner? then after some time he disappears... :O ooooo..... that would be awesomely creepy. he could maybe hint on how useful those rings may be. but after getting the tutorial with him, you could maybe have a barton regular in the sewer area, like where one of the robots use to be and he/she can give you the peelunger and gramster quests, and of course how to exit and find elizabeth in barton.

speaking of the robots, they use to have a lot of good advice, tips on playing the game. would trixie have all that info now? or maybe that can be listed somewhere within the menu section? at the same time, users may not even realize they can click on the menu above the rage meter and can find info on rings and maybe even on how to use them. :/

also, if the tutorial is back in the sewers, can nicolae's gramster goo quest be brought back? and add more kill badges for the peelungers and gramsters.


scullylam


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Thard_Verad

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PostPosted: Fri Nov 11, 2011 10:46 am


You guys have already picked out my main issue with the tutorial (Aside from it's near-uselessness): Frank. He needs to be the one to give you your first ring. Maybe when he does, a player can choose several dialogue options such as accepting the ring without question, asking what it is, and why he/she needs it. A brief overview of the plot is to be had if questions are asked.

From there, the tutorial can move on to using the ring, using Rage, and so forth.
PostPosted: Fri Nov 11, 2011 10:47 am


Thard_Verad
You guys have already picked out my main issue with the tutorial (Aside from it's near-uselessness): Frank. He needs to be the one to give you your first ring. Maybe when he does, a player can choose several dialogue options such as accepting the ring without question, asking what it is, and why he/she needs it. A brief overview of the plot is to be had if questions are asked.

From there, the tutorial can move on to using the ring, using Rage, and so forth.

yes!!!! that is perfect!!


scullylam


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Silk Kanishk
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PostPosted: Fri Nov 11, 2011 10:56 am


DrQuint


1) Progressive Learning

I absolutely loved this idea and I am definitely pushing it through to s2 every chance I can get. xd Especially the loading screen parts.

Progressive learning could also be implemented during the main game itself in the form of popups appearing in select screens in the VG area or every time a select action is done (Eg: showing how to select q to toggle between enemies when the player selects an animated or explaining the stamina bar when it runs out). More intermediate lessons could be shifted to further areas. razz

2) Tell and Show

This sounds good too. Maybe we could have NPCs in each area that gave tips and then require you to perform them as part of a quest in order to receive the usual rewards?

With all that said, it would certainly be nice to have the story also interjected into the starting of the game without proving too heavy as I was totally confuzzled at how the it was practically non-existant at the beginning but ended with being dumped with a ton of backstory! xp
PostPosted: Thu Nov 17, 2011 12:22 am


I really hated how short the new tutorial was and like how hard it was to find the sewers at first. The train looked like such a fun tutorial, I got cheated with how lame mine was. xd

Scobre
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Thard_Verad

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PostPosted: Thu Nov 17, 2011 10:11 pm


The announcement asked for some sample dialogue, so here's a tidbit.

- Scene opens on the train -

Frank: So, heading to Barton?
Player: Yeah. You?
Frank: Just passing through. You might want this though, if you plan to stay a while.
You have recieved a new Training Ring!
Player: A ring?
  • Thanks!
  • What's so special about it?

*Asks what's so special*
Frank: You mean you haven't heard?
Player: Heard what?
Frank: About the Animated! Objects like plungers and garden gnomes are springing to life and attacking people. Regular weapons don't even phase the Animated, but that Ring seems to do the trick.

*Accepts ring with thanks, or continues from above dialogue*
Frank: So do you want to get in some practice before we reach the station?
Player:
  • Sure, a little practice couldn't hurt.
  • No, I think I can figure it out.


Et cetera, et cetera.
PostPosted: Fri Nov 18, 2011 8:30 am


Thard_Verad

No, I think I can figure it out.

Not sure about this o3o
Unless they're the kind who would read the Game Help/forums, they really won't be able to figure out much on their own. zOMG! is all kinds of weird.

And if they're the kind who do read, they wouldn't take that skip option.

gataka

Familiar Lunatic


DrQuint

Girl-Crazy Ladykiller

PostPosted: Fri Nov 18, 2011 3:11 pm


The original tutorial had you be taught to interact with the enviroment. You'd need to move two screens left and then click on the train's controls to make it stop. That would at least have the player teach themselves how to move and that they can interact with stuff by clicking.
Likewise, we have the current chest and the OMG's a screen away. That tells player they're expected to use the mouse to interact, and heading to the edge of the screen spans it.

That is something done right. We need something click-able to interact with at the very beginning of the new tutorial. Doesn't seem important, but, letting the player realize this while they don't still have freedom is quite important, before someone has to go in the null and doesn't realize how they can. Maybe make Frank have to be talked to the first time as well, with some HUD indication of how to speak with a NPC. Maybe a window that opens when you approach him.

With that thought in mind, and hooking on what the above posters are going, the tutorial also needs at least one example of something that has to be targeted with a ring and handled that way. I don't know if the train scenario is feasible, but in case it is, it would be about time we created a blockade or something on this game that has to be destroyed to get access, to show the destructive capabilities of rings.

Just another heads up. I'd rather not lose features off the tutorial on the way of making a bunch of other new ones.



... I keep thinking about this video whenever the tutorial is mentioned. I suggest everyone see it. Very... educational.
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Zomg Sewer Rats!

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