On Mon, 2007-06-04 at 20:06 -0400, [EMAIL PROTECTED] wrote:
> Quoting "Eric S. Raymond" <[EMAIL PROTECTED]>:
> > 1) It's too short.  She'd like the tutorial to include more scenarios.

I tested on newbies *without* experience in comparable games, so the
tutorial was shaped by those experiences.  They point in the opposite
direction from this: the tutorial is too long and risks overwhelming
with detail 8(

We could offer an optional part 3 where small fights occur in the forest
-- "There are many dangerous creatures on the edge of these woods: if
you wish we can stay and practice on them"...

> > 2) Transition to campaign play could be smoother

This I agree with, and I think is the answer to our dilemma.  The
tutorial was designed to get you to HttT (Easy).

As this is no longer the norm, but we should explicitly craft a "first
campaign" which handles these issues as beautifully at HttT does:

> > 3) Significance of the turn counter and time running out is not
> > emphasized enough in the tutorial.
> > 5) Tutorial should include an example of a loyal unit, and explain
> > loyalty
> > 6) Tutorial should include a neutral keep.


> > 7) Tutorial should at least touch on damage types.

The tutorial units don't really demonstrate this well so it's abstract
knowledge.  I think it's an excellent thing to do for the optional part
3.

> > 4) Icons in the status line aren't explained well in the tutorial

Yes, highlighting gui elements would be an excellent addition which
wouldn't greatly add to the length of the tutorial.  I balked at coding
that up when I wrote the tutorial.

I don't suppose you measured how long the tutorial took her?

Thanks,
Rusty.


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