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Old 01-13-2008, 07:39 PM   #19
KaVir
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Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
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Re: Can "Not Newbie-Friendly" be a Selling Point?

When you first create, you get a message recommending that you read 'help newbie', which leads you through the first steps of the game. The first section of instructions tells you to read 'help tutorial' to learn how combat works (and if you follow the hints through the game, you'll get told again to read 'help tutorial' when you first start fighting). The 'tutorial' help file is also highlighted on the basic 'help' page. In short, it's rather hard to miss.

The 'tutorial' help file explains exactly how to perform the combos, clarifying on the first two lines that you have to perform them one command at a time. There is also a 'combo' help file which goes into further detail about performing combos. The more generic 'combat' help file also gives a short overview of combos, and references several other combat-related help files.

The 'newbie' help file references a 'classing' help file, which explains exactly what you need to do to class. It states "The black sash is earned in the dojo, and needed for all classes except dragon." You can read 'help classes' for an overview of each class and 'help classed' to find out what to do after classing. Each class also has its own help file which lists its appropriate powers, and each power has its own help file. Those powers which give spells list each spell by name, and every spell has its own help file.

Well true, but that's the same for all muds. The real problem for GW2 is getting people to learn and remember a whole new set of things; those who haven't played muds before actually seem to pick it up faster than those from a mudding background.

That would clash with other commands, creating an inconsistent (and IMO more confusing) interface - for example, what if I tried to type a 're', 'rp', 'rl', 'ry' combo? I couldn't type 'reply', because that's a valid command.

The 'tutorial' help file (which you're told up front to read) explains on the first two lines "When learning the combat system, it is useful to remember the two-letter rule: Every combat command is two letters long." While it may not seem intuitive at first, it is clearly explained and thoroughly consistent throughout the mud - you use exactly the same system to cast spells, use tools, decypher maps, craft equipment, pick locks, and so on.

You can already do that by typing 'alias add uppercut rc:rs:rs:rs'. This is explained under 'help alias', which is referenced from the default 'help' page.

The skills are fairly simple, but you can get a summary of what they all do by typing 'help skills'. Typing 'help spells' will list all of the spells, and each has its own separate help file. Typing 'r? info' will list all of the spells you know (by name), along which the combo required to cast them.

Honestly, while GW2 certainly has its weak points, I don't think a lack of help files is one of them.
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