McKhaye, on 27 November 2012 - 08:35 AM, said:
Not that that'll change your opinion at all, but.
Ok the people at expos with only 5 minutes to play aren't going to master the movement style you are correct, neither are those people going to do well figuring out a complex 4x game or a large scale war game, or perhaps anything with a nonstandard mechanic. You are right that argument isn't going to sway me because it's irrelevant to the larger issue, should those same people come back and put time into they will figure it out.
There should be no reasonable expectation that you should do well in multi-player if your first experience with a game that has substantial mechanical differences from other games is a 5 minute demo. To think otherwise and to design to that goal is unreasonable.
McKhaye, on 27 November 2012 - 08:35 AM, said:
So you're down with setting up a tutorial where people get to practice at their own pace and figure out the mechanics but not with setting up a tutorial where people get to see out of a special camera for a minute or two to figure out the mechanics.
I am and i'll tell you why. Because if 3pv has no place in the game proper (something i am pretty positive about) then introducing it in a tutorial is potentially detrimental to the new player rather than helpful. You give them a 'crutch' that provides them some aid of potentially dubious value and they get comfortable with that and then you kick it away when they get to the game, that would be frustrating. Better to let them become comfortable with the way they will actually be playing the game and perhaps add a-i-d-s from there. A little in cockpit 3d model that shows them their twist for example, on top of the map indicator which for most should be enough if they had the time to recognize it for what it is. In short I would have new players "Train how you fight" and I'm fairly sure they would be better for it.
EDIT: you gotta be ******* kidding me ******* a-i-d-s is censored.

Edited by Agent of Change, 27 November 2012 - 09:20 AM.