My Hero

I just found my new favorite person. Mr. (Ms.?) Helistar, whom posted the following snip on another blog.

“I play it "the DK way" (when I first leveled my DK, I chose the talents with the most impressive names and put on my bar the attacks with the biggest numbers, screw anything else. It worked perfectly....).”

It’s brilliant!  I’m not even being sarcastic, despite I do so love to be. The idea of ‘biggest numbers wins’ is not new, but in this day and age of video games, biggest numbers are not intuitively the best anymore. You have to do complicated theorycrafting math to figure out things like cooldowns and mana use over a period of time. I propose a system where Sir Helistar would be the best: a game world where choices are intuitive and straightforward.

I can only hope there are enough developers to make intuitiveness a trend.

What’s Wrong With These Games?

A list of things I found wrong with some of the games I’ve tried.

LotRO – The entire interface feels laggy. It doesn’t matter if they intended it that way or not – when I push a button to use an ability, I expect some sort of instant acceptance – an error message or the ability to go off. Instead, it seems like my character will finish their current attack animation, THEN use the ability. There’s also a number of general ‘feel bad’ features – like how your characters slide when you let go of the movement keys, looking like they’re skidding to a stop. You also can’t strafe on a horse. Debuffs also aren’t readily readable, despite they’re very important! The interface doesn’t respond well (particularly the unit frames) to mouse clicks, making healing a PITA. Also, mounting a horse takes an additional 1/2 second in addition to the cast time. I though the cast time represented the time it would take to get onto a horse, not the time it takes to go, “Wait, where’s my horse? OH YEAH ITS INVISIBLE DUH".”

Atlantica Online – The chat sound plays even when a player on ignore says something. The in-combat ability display doesn’t stay minimized between log-ins. The quest-tracker arrow automatically turns on when you use auto-run (WHY!? The point of autorun is that you DON’T CARE where the quest is!) Auto-run in general is a bad idea. If there are parts of the game the player should skip, then let them skip it altogether. Holding down the left and right mouse buttons to move around sometimes locks your characters direction. The quest system… why? Just why? The ‘world’ doesn’t seem to matter – there probably shouldn’t even be one. There’s not a forum for people to congregate to form groups, so it takes a while before you can legitimately group with strangers and start making friends. The random “player has purchased an epic item” spam is way annoying. Some of the time-sensitive popups don’t fade automatically. It’s really difficult to tell what some of the debuffs afflicting you are. Stupid logon method (for ANY nexon game!) I also can’t figure out how to rebind zoom in/zoom out, or even if there is a choice, since I don’t have a scroll wheel.

Dofus/Wakfu – Getting into and out of combat takes a while. Battles should be bigger but less frequent. The questing system is also somewhat silly. Turns could be shorter, and characters in the fight could respond quicker. Keybindings definitely could use an overhaul to help speed things up.

Grand Fantasia – The camera controls are bad. The refresh rate setting keeps falling to 30 for no reason. Kill –> Loot game play is uninspiring. The pet system is very nice but hits a roadblock too quickly. Launching the game from the patcher crashes on my Windows 7 PC, so I have to run the patcher, exit it, and then run the actual game exe.

4Story – When you try to run forward with a loot window open, your character will run towards the right, because when they kneel down to loot the corpse, they face right. Jarring, but adaptable. Dead targets aren’t automatically dropped from your target frame. As such, live targets aren’t automatically picked up when you try to cast a spell while targeting a dead enemy.

Grand Chase – Controls respond verrrry slowly, making combos difficult to activate. Characters also move way slow, so collecting the coin drops is a pain.

Lunia – I can’t figure out what was wrong with this. I just got stuck early. Gameplay is simple but so is the tutorial, so you get lost early if you don’t read the quest. Which I don’t, because readable quests are stupid. Maybe there’s nothing wrong with the game at all.

Microvolts – This game is great and could be the engine for an actual shooter if it had an AI enemy for PvE content. It’s just that I have 200ms latency (ONLY in microvolts, <100 in other games) so when I think I’m hidden behind a wall I’m actually already dead.

The Place of Tutorials in Video Games

For further reading on tutorials, check out The Escapist, and Game Design Guild.

Where do tutorials belong?
In the manual? On the back of the game box? The website? Under a heading labeled “help” or “new player?”
Quite often I see players complaining that tutorials are “carrying” new players, that tutorials are “taking the fun and adventure out of the game.” I’m not sure I can agree. There are some games, like Mortal Online and Darkfall, which have barely any instructions. Developer aid is spotty at best. These worlds are figure-it-out-as-you-go.
A recent post at Tobold’s place made me think about judging games that don’t have adequate tutorial/help systems. There isn’t much distinction made between a game that has decent help for beginners and a game that doesn’t. For a player trying to tell if they want to play the game, it simply boils down to this:
With help:
“I played through all the quests and at level 10 there were more quests. I didn’t like (insert one: how sequential the quests were/the AFK-autoattack combat/the art style/kill-loot-kill-loot-kill-loot-DING-kill-loot-kill…) so I’m going to quit playing.”
Without help:
“I ran around town for 5 minutes because the only thing I could figure out what to do was WASD. A wolf attacked me so I double clicked him, I even right clicked his health bar to choose attack but it wasn’t an option. Then I spent thirty seconds dead and had to choose a resurrection which weakened my character. Then some goblin archers ambushed me and I died. I need to figure out how to become their allies because a player in really good armor ran right by them without being attacked. They must have given him the good armor. I waited 45 seconds to resurrect and then died again while running away. I must have done something to piss off those goblins. I had 60 seconds to spend dead. I just logged off and uninstalled the game.”
The difference here isn’t the decision of the player to continue playing the game; it’s the thought process the player goes through in reaching that decision.
If they have help, they can quickly identify the direction the developers want them to go and decide if that’s what they want to do with their time.
Tutorials also set the minimum bar for player expectations. If a tutorial teaches a player how to target allies and cast healing spells, then it’s reasonable to expect players to be able to cast a heal once in a while. A player who doesn’t is either very forgetful, slacking, or just below the skill threshold for the game.
If they don’t have help – if there’s no description of a class and its abilities before you roll it, if abilities didn’t have tooltips, if potions didn’t tell you how many HP they would heal – you will end up with mid to high level characters who have no idea what their doing. A level 10 might be using a level 1 potion and wondering why it doesn’t keep him alive. A paladin might not know he can use holy bolt to heal allies instead of damaging enemies. They wouldn’t know what they’re doing wrong! They might start assuming that all the bad things that happen to them are just part of the game.
Even if a player knows what they’re doing is wrong and that it shouldn’t happen, they wouldn’t know how to fix it without trial-and-error or researching possibly wrong or outdated advice on a 3rd party site, and that’s a terrible time investment. It brings the question, “how many hours should I have to work at a game before I can start having fun?” or even worse: “How much should I have to research before even downloading the game client?”
Of course, much of this is solved by starting the game very simply and easily, then linearly increasing difficulty up to the “end-game.” You could offer a lot of help to the low levels but gently remove the training wheels one at a time as you introduce a player to new concepts. Three bosses in a dungeon might all have fire puddles you should move out of, but the first boss would be forgiving and give a warning to the spot he’s going to drop it on, the second boss’s fire is instant would only deal moderate damage and could be negated through resistance, and the final boss  would have a stacking debuff that increased all future fire damage.
This way, instead of a new fight being, “I have to do what I already can, + X + Y + Z” it becomes, “I have to do what I already can, + X,” then “What I already can + Y,” then “what I already can + Z.”
There has to be something wrong with this line of thinking though. If it’s really such an attractive system, why isn’t anyone doing it?