Fut, on 19 September 2014 - 05:57 PM, said:
Pandering to this is not a good idea and it does not help the situation.
People watch Michael Bay movies, but they are not good movies. Please don't let PGI become the Michael Bay of the gaming industry.
Oh god, i'm not suggesting that either. LOL, I must be lacking coffee or something.
I read an article recently about engagement with gamers from different countries, and the rates of abandonment of games that were not readily engaging and accessible. The crux of it was that gamers from America in particular had to be grabbed almost immediately, of they would not 'lock in' with a game, and would move on to something more immediately visceral. The effect was explained through the emergence of technology allowing instant gratification (handheld devices, high speed internet etc) meaning attention spans (and in turn player patience) were far lower, meaning a game without an instant hook often led to gamer boredom and an immediate break in immersion. Hence my 'whippersnappers' comment.
The author was frustrated that 'slow burn' games, or games designed with lots of complexity in the vein of Dwarf Fortress were next to impossible to become immediate mainstream hits (and by extension, justify high development costs with high returns).
It's why most of the big AAA games nowadays open with some of the most intense fight scenes of the game. Even SpecOps, a game that was bucking shooter trends with some big pauses for introspection was re-written to include the helicopter Kerblammo scene at the start. It's also why lots of games have the "PRESS E TO WATCH THE BIG AWESOME BUILDING EXPLODING! THIS IS AWESOME" mechanic, that offers no gameplay at all other than some shiny light gratification.
MWO is lucky in that it has a core group of BT fans that are probably quite a bit older than the average gamer. Having interest in TT also helps.
My point was that newer (younger) players might be put off by the slower nature of combat, and the complexity of the combat system, and might be drawn to glitzier glamour games like the aforementioned COD or even Hawken to a lesser extend. I'm all for added complexity (really, I want extra heat penalties, more weapon modifiers, more complex modules, far larger tactical maps, aerospece...) but I also want new players to play the game, and keep playing it.
I'm not suggesting we pander to the COD generation, i'm saying we need to acknowledge that they exist, they outnumber us, that they expect an immediately gratifying game experience, and that we and PGI want their money.
I think an in-game tutorial will help immensely to bridge the gratification gap between learning the ropes and doing well.
EDIT: grammar
Edited by Kiiyor, 19 September 2014 - 07:56 PM.