skell wrote:
Actually I think that simpler introduction will work. I am fairly sure people are more likely to stay if they are gently let into the game, instead of being fed with, for example, TCB as their very first game.
Hear, hear!
The easier the intro, the more likely (I'd say anyway) that people are likely to start/continue playing rather than quickly coming to the conclusion that the whole thing is so incomprehensible that it's not worth it.
I'd say a good, long, detailed tutorial hold should be included with the demos, and information about how to access this should be obvious. Maybe even a separate menu item that runs this hold.
As for "
DROD is a very difficult game"
- by postulating that, you are limiting the audience greatly. DROD doesn't
have to be very difficult, it just
can be. If the players more comfortable with the less-difficult stuff can be accommodated more, rather than just the experts, it'd result in a much bigger audience, which can only be a good thing. People may well be capable of the "
very difficult"
stuff, but with a steep learning curve, they may well give up much too early.
A wiki would be great too, not just for new players, but for everyone. Information about everything could be organised nicely instead of being buried in various forum topics, files, etc.
2007 thread about a wiki.
I found
this and
this DROD-related wiki on Wikia (where a lot of game-related wikis are hosted), but they are barely started. Maybe a mediawiki could be hosted by Caravel. Or the drod.wikia could be brought up to scratch.