But... after a day of further thought about these concepts, and also seeing where the discussion is heading on the Great Shaft thread, I am wondering if we could consider "Where to Begin" at a more fundamental level, for a little while.
There are potential Uru fans who would someday find themselves interested in the game's puzzles, but won't have enough patience to solve one when they first arrive. Some people come online to socialize, or love to create things, and they'd be a boon on Spoken Word Night. They'd contribute great short stories that could be put in journals. They could help to create new Ages.
But if you hit them with an ordeal upon arrival, even a minor ordeal, they won't stay long enough to become interested.
There is discussion on the Shaft thread suggesting that the new player should be confined to a tutorial at least long enough for them to learn the basics of the game. My question is, what are the basics? Which elements are actual essentials?
I am increasingly convinced that the best thing, regardless of what sort of warehouse/mansion/pueblo/cart the starting area turns out to be, is to get each new arrival to their kind of entertainment as fast as possible. Forcing a visitor to choose Yeesha versus the DRC at the beginning is too much too soon (as Alahmnat concluded in the other thread). On the other hand, letting them choose between starting the puzzle quests, visiting an art gallery or library, or linking to a public space to socialize is likely to encourage them to stay.
And yes, I would allow new players to entirely bypass the Cleft, the core Ages and the Great Shaft at first. All of these are unnecessary obstacles that could scare off new members of the community.
Does this make sense to everyone? I am hoping we can engineer the game's beginning so that it instead grows the community.
Any plan -- any starting Age that we develop -- should provide immediate encouragement and direction to players who want to:
- Solve Puzzles
- Explore
- Learn the history of the places one can visit
...as Uru always has, but also, - Socialize
- View Artwork
- Play competitive games
- Learn the D'ni language
- Collect things
- Build up high scores
What does this do to the authorized/Yeesha choice problem? I am not sure. We still need to enable the new arrivals to panic link and collect books. But I think it's of critical importance to get them started on the fun faster.