True. Of course, single player areas can also cause this disorientation.Mac_Fife wrote:There are a couple of problems I have with virtually all of these multi-player start scenarios:
The first is the number of players. If you have a smallish shard, say 200 subscribers then, apart from when the shard first starts up, you're pretty unlikley to actually encounter another player who happens to want to start a new game/new avvie at around the same time as you, which could make the whole idea of a multi-player start a bit of a moot point On the other hand, if you have a bigger shard, with maybe 1000 or more subscribers then you have the opposite problem at start up with the collection point getting mobbed and lagged out. So you instance once the start point has more than, say 20 players. But you could still end up with someone getting dropped into an instance by themsleves, yet they might "know" other people are also joining the game. That might be OK if everyone understands the limitations of MMO games, but a lot of newbies take time to get their heads round instancing, and don't understand what's happening.
I think most plans here can work by having the avatars "walking in from the distance" (from some unspecified road or path). Also, in town or parking lot starting areas, there can be a building that they walk out of (it is assumed that they went into the building through another entrance, or had been inside the whole time).How do you explain people suddenly appearing out of nowhere in the desert, before linking is explained or available? Unlike something like WoW which is pure fantasy and anything can be explained as "it's just magic", Myst/URU has always been fantasy with an air of real world believability, and the Cleft/desert, as a "surface" location, has to be more believable than anywhere else.
The problem with symbolic things like this is in explaining them clearly without making it seem like they are part of the "magic" of the world. I personally would have no clue that I was supposed to grab a token and then select someone else with it to join into a group.Okay did some thinking and perhaps there is a compromise on the party system. What if everyone gets some kind of token suggested before, perhaps you pick it up that into town/lot/place that's been suggested. But this token doesn't automatically take you to a multiplayer cleft. It would become an icon on your hud just like the relto book. When you want to join someone's party you offer your token just like the relto book. The other person is then free to accept. If he does you two are put into the same party and whenever one goes to an instanced age...the other will go to the same instanced age. No more link sharing. I think this idea is a least consistant with what Cyan as already done. It's a hud option with an IC explanation...just like the relto book.
Yes, I think any intro area should have a way to go back to it so that experienced players (the GoG, bored explorers wanting to help new players, or friends introducing people to Uru) can go back to help.And realXCV why would you only see the proposed intro area once? I'd imagine you'd be able to link back to it. In fact I think it'd be a great place for the GoG if they were willing. Right now you have to go find them. Wouldn't it make more sense to have them at the beginning, were beginners need them most?
The extra step is useful therefore because it allows people to get help immediately, and to choose what way to take (whether to go to solve the Cleft with others [other new players or experienced players] or to go alone or to skip it [if they need/want to get somewhere else quicker]).
Yeah, I think an abstract icon would work better (so people won't be confused about these magical tokens), perhaps something like the "share book" icon in the Relto book (except this would just be placed in the hud next to the Relto book and KI). We still need a way to tell people how to use this, though (a plain OOC explanation right at the beginning could ruin the mysterious feel for some people, and I'm not sure if everyone would notice OOC descriptions outside of the game [tutorials, explanations, whatever]).I think that'd work. But you wouldn't need the token at all since the use of the icon would be elective anyway, so even simpler (at least from a player perspective - I expect that there are player state variables to be updated in the database whatever option is chosen).
These are the main things I believe should be in an intro
- A clear way to the Cleft alone or multiplayer in a way that doesn't crowd the puzzles (I can't think of any ways to do this, though), have them already solved, or ruin the mystery and immersion of the Cleft.
- A way to quickly get help and explanation. OOC is okay, but I'd rather have it IC.
- A way to quickly "skip" the Cleft. There are rational reasons for skipping the Cleft*, and I don't think we should hinder people in that. This would probably mean a quick way to get a Relto book. I'd suggest that these Reltos would not come with the pillars for the ABM Ages, as that journey starts in the Cleft. Also, they should be marked so that people without reasons to skip the Cleft won't accidentally take them an link out before exploring the Cleft.
- A way to go through the Cleft with others (but this could be done with just the Cleft pillar and all in Relto so that anyone you invite to Relto could link to your instance of the Cleft through it).
A simple way to do this might be this: You start at a spot right outside the Cleft fence (as a separate very tiny place with most of the Cleft and all as backgrounds - this would just be so that it would load faster). You start with a couple things in their hands. One is a brochure (like a travel pamphlet thing) that is talking about D'ni (could be from the DRC or some other cavern organization). It gives some vague directions on how to get to the Cleft's general area, and tells you to how to get a Relto book (from some other place). You've apparently followed these directions, because you also have a Relto book in your hand. The brochure tells you how to use the Relto book (explained like how someone would IC to a person who never handled a linking book), and tells you how you how to get from your Relto to a public area (a neighborhood, probably). The Relto book, though, contains a note from Zandi. It says that if you need to, you can use the book at any time. However, he wants you to see him at his trailer. He tells you to just go to the Volcano and come in through one of the gates (you are standing right next to one). If you follow this advice and open the gate, the Cleft loads, and you can now go through it (with Zandi giving help) and get the Relto page for the journey pillars. If you don't follow this advise, or at any time decide to skip the Cleft for now, you can use your Relto book - the Cleft pedestal thing will be there so that you can link back at any time (and you can bring friends). The note disappears (you must have put it in your pocket or dropped it or something).