If only it were that easy! However, the design of permanence in the game - the idea that things stay where a player puts them, and that unless that player invites another into their Age, things will stay as the player left them - is at odds with Uru being an MMO like other MMOs. As warmly as Rand spoke of that, I don't see Cyan letting go of that idea so easily.Alahmnat wrote: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).
Furthermore, Uru should not be attempting to appeal to the same masses that are playing World of Warcraft. Those masses are playing World of Warcraft; that is what they like. While I think we can borrow some good implementation ideas from other MMOs, I would caution against throwing away the things that make Uru different and unique from other games. I've seen a lot of stories from players who came into Uru to play solo, and over time, the community grew on them and they came out of their shells. If we take that opportunity to grow away, if we make Uru into a sink or swim experience from the start, I think we will have made a terrible mistake.
The immediate "Alone or Together" at the start in my example is something that ties into my idea for replacing and simplifying the current instancing model, so that all of the game works in a similar fashion; but, I haven't had time to write down the details yet. Watch for it in another thread soon, I promise.
I've tried to convince Tweek to join the discussion but he refuses to sign up to "yet another forum." I think he would be in a better position than I to argue for putting this choice at the start of the game; I ask that you try to engage him on the topic.Alahmnat wrote: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?").
From the original Prologue, players were always told they'd have a choice, they'd have to take a side... and yet it seemed as if everyone was forced to take Yeesha's path. What I see in your proposal is a swinging of the pendulum to the other extreme, again providing no choice at the beginning but forcing everyone to take the DRC's path. Still, your idea does offer an opportunity to take the other path later... just not perhaps as soon as I'd prefer.
I suppose what I find most objectionable is having to run through Cleft and then have to link to an alternate version of Cleft. I'd rather a stack of Relto books be left by Watson's bed, and not have to run through the desert a second time... maybe only come back to it at the end when the fissure opens on Relto. Maybe we can find a compromise with that? Just take the journey cloths out of Cleft for good, and let that be in the past?
Finally, as for the comment on creating an environment for griefing... I did say that players would need to cooperate. The "together" route leaves players with potentially opposite goals; can they figure out how to work together so they help, rather than hinder, each other? It's possible with my proposal. It creates a conflict that can be resolved if people are considerate of each other and not selfish. I'd love to see that in a trial.
(Interrupts) Things of this nature happen in other MMOs all the time. Person with quest Xyzzy can see things that person who doesn't have Xyzzy can't see, or other times, can see but cannot interract with.Alahmnat wrote: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),
If things of this nature were easy, Cyan would have gotten it right the first time and Uru would've been a success and we wouldn't be discussing this todayAlahmnat wrote:...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.
What do you think of my compromise idea?