Wednesday, September 2, 2009

SWG Idea: Tutorial Chronicles


Now here's an idea that the SOE developers can really get behind! Why? Well it's because it uses a system that they're currently implementing: the Chronicle System.

As detailed in my forum post titled Chronicles: Can We Make Tutorial Quests?, I am of the belief that newer players are not properly equipped with in-game information about how to play some of the subsystems that SWG has to offer.

Crafting, Beast Mastery, receiving buffs, understanding mission terminals, using ability and exotic modifiers, or even just basic things such as using the bazaar are not part of the tutorial portion of SWG (unless something's changed since I've last frequented it.)

Sure, the forums and unofficial sites have all the information one could want (and more), but I am a firm proponent of immersion. If someone has to alt-tab out of the game to find information, then I see that as a failure of the game to retain a players interest. That's a broad generalization, and a gross exaggeration, but I think there is a hint of truth in such a ruling. And certainly the converse does not carry many downsides; that being the game itself, from within the game environment, teaching the player and equipping them with all they need to delve deeper on their own to work through the details without hand-holding.

I intend to use the Chronicle System to create newbie and lowbie tutorials, with small rewards that encourage them to continue playing (and subscribing) in order to learn more. The quest gifts will not offer them top-tier gear, or anything that would encourage laziness or a beggar attitude. Instead, it should whet their appetite for more.

Perhaps you've some ideas on how to use the Chronicles, but if you hadn't yet considered any ideas, perhaps you could borrow mine and find ways to help new players find their path.

Maybe together, we can help SWG and offer some entertainment value for all involved.

1 comment:

Phil said...

SWG has always been a "missed opportunity" in many respects.
In many cases what is missing can be easily fixed simply by rearranging whats already there.
The starter experience is to much of a "one size fits all" to really get into the nitty gritty of what is really needed to explain everything.

The entire starting of this game needs to be re-looked at. From that ugly character creation interface to including an option to select a faction at creation.
3 starter areas are needed, One for each respective faction and then there needs to be class specific content.
Jedi doing the same quest as Smugglers and Bounty Hunters after all these years is just crazy.

SWG has all the toys but not enough to keep you hooked and engaged. It's still basically the same as it was at launch, a grinder. You just grind on different numbers now.
I really enjoy SWG from time to time, I wish they would put me in charge of it for a week lol.