Marten wrote:What I don't like about Alahmnat's approach is that one has to go through the (public) Cleft, and down into the Volcano, to get to .... a different version (an instance) of the Cleft. This does not seem sensible to me, and I think it is more likely to cause confusion in players than what I've suggested. If anything, it is Alahmnat's version where, as you said, players may ask "why is there no one in this cleft when there was before, I’ve already walked through this bit, why do I need to do it again, why can/can't I head into decent in this instance, certain things look/work different here."
This is actually why I put the Bahro Stone next to Watson's journal in the Great Shaft. There's already references to Yeesha's Journey in there, so it seemed at least somewhat logical to put a link to the start of that Journey right beside it.
Alahmnat's Version:
Public Cleft w/o Yeesha's Cloths -> Volcano -> Descent -> Instanced Cleft w/o Descent -> Yeesha's Journey -> Instanced Cleft -> Instanced Rainy Cleft
My Version:
Public Cleft w/ both Descent and Yeesha's Cloths -> Yeesha's Journey -> Instanced Cleft -> Instanced Rainy Cleft
Which is more complicated?
Honestly, while your version has a much simpler instancing setup throughout the Journey, I think it throws too many things at new players at once, and requires too many people to be working at odds with each other to achieve their goals, which seems likely to lead to frustration before cooperation.
Consider, right from the get-go, you're presenting players with a choice on which Cleft they want to start in. How do we explain to these players why there are two different Clefts? How do we explain that the "explore alone" option doesn't apply to the entire game (at least without a re-work of the player instancing default behaviors)? Why should players need to make this choice now? I'm probably going to sound like a complete jerk for saying this, but Uru is an MMO; it's high time it stopped pussy-footing around the idea and just did it (and did it well).
Also, consider that players will need to have the windmill running to see any messages stored in the imager in the Cleft. If Descent players need the windmill to be off to get into the Descent, wouldn't that make them seem more like griefers to the newcomers who are just trying to listen to the imager message? Also, players are being presented with another choice, this time with the ability to complete both paths in parallel (to a point). While non-linear gameplay is supposed to be a hallmark of Cyan's games (to a large degree it's a facade, but a well-maintained one), I think giving players that level of free range right away is going to lead to confusion ("Why take Yeesha's path over the Descent? Why take the Descent over Yeesha's path?").
What I tried to do with my version was present players with an open starting zone where they could learn how to play the game with a small number of initial goals: learn the controls (walk, run, turn, interact, chat), get a KI, and then, once the initial gameplay mechanics and interface components have been passed along, give players an easy-to-access choice of whether to continue to D'ni or take Yeesha's Journey as Watson encourages them to. It's a simpler introduction to a complex MMO and a complex story, and it's as balanced between the two paths as I can think to make it without requiring massive amounts of restructuring work in the Cleft, as your version does.
To address the specific concerns you brought up about differences in the Private and Public Clefts (which seem more intelligible than seeing avatars running around touching things you can't see), and players getting confused by them, perhaps an extra passage could be added to the back of Watson's journal (or a note beside it) briefly explaining the Bahro Stone nearby and what, precisely, it does ("I have placed a Stone here which will take you, fellow traveler, to a different 'version' of the Cleft you just descended from. There, you can take Yeesha's Journey, but you will not have access to these tunnels through that path," or something to that effect). That, combined with better information about Linking and instancing on the MOUL website (see the instancing thread for my thoughts there), will hopefully give players a better understanding of the world they've entered than the game and website currently do, and they'll have a better idea of what to expect when they go somewhere using a Book or Stone.
I'd love to get some good, honest playtesting done to further hammer out what actual players would think is optimal (and if I'm wrong, I'd gladly take the lesson and learn from it
), but I don't see that happening any time soon, sadly.