well tom if I may speak my mind, a lot of mainstreams are going into that as well as a manual.
I alert your attention to the  halflife series of games.
You are trained, and go through quite a few levels.
walking, jumping, junping trap-ps, climbing running, run-jumping.
Etc including what will happen when you fall into a trap what you want to avoid, etc. Ofcause, that may cost you a bit extra if you have to get someone to record the training levels, you could do that with sapi but the mainstreams always had in the case of halflife a voice saying things like good, or whatever progress updates, and a main voice female in this case telling you what to do.
You would have to repeat things to if the player needed it again.
In the long term this will rock.
But in the short term it will probably cost you a few extra bucks depending on the source you grab things from, and how fancy, along with the initial coding of stuff.
So there are advantages about this and dissadvantages about it.
Starting will be quite sucky, and hard and crappy but after that it should rock.
Not to mention that will be another sound loaded in memmory.
Though you probably could minimise that by only loading the level sounds for each level or in fact each room or area to keep that down but then I am no programmer it could take ages to do this and that.
You could always do the trainer afterwards if you don't want to code that now.
You could even if you wished as an experiment try to train the new panning system abbrupt and crappy that it is. One of the major issues is I have to stop with this panning to pick up an object and I like running and getting, though I realise thats wishfull thinking if i was in the real world.
I'd have to stop to scoop something.
At 02:29 a.m. 16/06/2011, you wrote:
Hi Trouble,

That's something as a game developer I'm not sure how to handle. It is
one thing to spend months of writing documentation only to have some
user come on the list and ask hundreds of questions that can easily be
answered by reading the manual.

The mainstream games do have a bit of a solution for this problem by
having training levels that talk you through the basics like walk
forward, stop, now hold down alt+forward to jump forward, etc. That
seems to work out fairly well for the mainstream  games because it is
more interactive than a manual. I wonder if perhaps that might be the
way audio games should go as well.

Either way there are things such as known problems, changes, or just
side notes that have to be written down. If the end users don't read
it it is their problem. They just make it our problem to because we
have to repete ourselves time and again because they don't have enough
brains to read the readme file with the software.

On 6/15/11, Trouble <troub...@columbus.rr.com> wrote:
> Got a question for you. With all the lists your on and all the
> questions you see, and know the answers are in the help or doc's for
> the program.
> How many do you actually know that read them?
> I get throne off lists just for telling them to read help files and docs.
> Ignorance is bless and abundant in the blind community.

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