IceSerpent, on 31 May 2012 - 09:11 AM, said:
I have to disagree - certainly, information along the lines of "what key do I press to move forward" should be in-game, but basic understanding is usually obtained elsewhere. A calculator requires basic understanding of math, but doesn't teach it. A word processor requires basic understanding of a given language, but doesn't teach it, etc. In other words, help specific to the application should be included (and usually is), while basic understanding of the underlying concept is usually expected to be there already.
That's not quite accurate though.
Let's take that word processor as an example. Yes you need a basic understand of English in order to use it, but English is not a function of the word processor. Changing fonts, adding graphics, headers, footers, page numbering...etc...these are functions of the word processor. Knowing how to save and retrieve your resume so you don't have to retype it each time there's a change...that's a function of the word processor (yeah yeah, technically a function of the OS, but the key strokes and button clicks are a function of the word processor). How many of you have been asked by less than tech savvy relatives, "How do I add a picture to my document?".
The expectation that everyone is not just capable, but GOOD at gathering information is inherently flawed. Believe it or not, research is a skill and if you're good at it, you should be proud of that fact. However not everyone is, and while I'm against general hand holding, I am all about putting people on the right path. This feature seems to be a pretty clear way of setting people down that path. If they want to learn MORE they have a solid foundation to start with, and if they don't want to learn more, they don't have to, because the pretty graph told them this mech hits hard at a distance.
Now addressing the success of EVE. What there's no statistics on is whether EVE would be MORE successful, if they were better at educating new players on its use. I know plenty of smart people (30's and 40's) who avoid games because the learning curve is too steep. Is it critical to the success of the game? Probably not, but it will help.
Now to counter my own argument: the learning curve can be used as a noob filter.
I get that. This is going to be a team game and drawing that random loser in a match is going to drive people up the wall. No matter what, in every game, no matter how difficult the learning curve, there is ALWAYS that subset of the population who's just not going to get it. They're going to ruin it for everyone. My hope is to give basic education to those who can be educated before they decide the game is too hard to learn, and it's not worth dumping time and money into.