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6/10/2013 9:02:03 AM
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Frankly if we start with such a generic MMO-type opening i would be disappointed. I hate that type of quest even if its for a new player, not to mention it feels like I've played more than one game that started like that: "You look like you are good with a sword, so help us defend the gate. Oh, and this is how you walk. And this is how you hold a sword. And you stab people with the pointy end. Getting stabbed hurts. Bad. And by the way don't forget how to breathe." Those types of games tend to treat you like you are stupid. I kind of hope for a campaign-type introduction [u]after[/u] character creation that gives backstory and perhaps shows how your character (based on class and race, perhaps) got selected to be a guardian, gives a skipable tutorial ("training/academy") section, perhaps has a knighting ceremony type of thing (yay I'm a guardian now), and then you have a few mandatory and hopefully non-generic plot driven missions to get you up to level 5 or something, and then the game opens up from there. Or perhaps the introduction lets you play out the scenario that got you selected and this section acts as the tutorial. Or something completely different. Main things I want are a skipable tutorial (so i don't [i]have[/i] to play the darn annoying thing again if i create a second character), backstory, to see how I became a guardian, and I don't want it to be boring, feel like i've played this game before, or make me feel like I'm being treated like an idiot.
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  • Although I agree with you, I do remember seeing an article at the time about the Halo 3 'tutorial', which I thought was fairly generic, but not too demeaning (in my opinion). At the time, Bungie were focused on trying to create an introduction that: didn't completely annoy experienced players gave new gamers a place to practice before heading out and introduced the basic lore of the Halo universe. There's a lot of lore to cover in a new franchise, and finding a fresh way to include all of that, while catering for both experienced and new gamers, is a tall order.

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  • True. Thats partly why I suggested a separate tutorial section (either by pressing yes/no or via a "if you want a refresher take the door on the left, if you don't, follow me." method). This way experienced players can follow the commander person, and first time players can get a through introduction to destiny's mechanics. If they do that, then Bungie can focus more on delivering the lore in a creative way while not having to work in all sorts of button prompts etc that can distract and annoy the player. Another option I've seen done would be to have an entire separate "training room" that new players can go to before they start the story mode, and advances players can go to to learn about and practice destiniy's special mechanics. This also solves the problem of having to fit an unobtrusive tutorial into a standard campaign mission.

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  • Understood and agreed; I've also seen these before and they can be done well. As you suggested originally, I'd love to see the tutorial done in a completely new way!

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