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Preview Kult dev diary over at WorthPlaying

Saint_Proverbius

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Tags: 3D People; Kult: Heretic Kingdoms

There's a <A href="http://www.worthplaying.com/article.php?sid=18986">dev diary</A> over at <A href="http://www.worthplaying.com">WorthPlaying</a> talking about <A href="http://www.kult.3dpeople.de/">Kult: Heretic Kingdoms</a> and their <i>Attunement</i> system. Here's a bit about dealing with smart and not so smart players:
<br>
<br>
<blockquote>Because Kult: Heretic Kingdoms tries to be a little different in a few areas of its design whilst still remaining at heart a simple-to-use hack and slash RPG, we definitely have issues with the learning curve. Certain players pick up the Attunement system quickly, and are immediately selecting their weapons and equipment with an eye to maximising their preferred strategies… less experienced players are getting to grips with the basics of combat much later, and therefore not really understanding the Attunement system.</blockquote>
<br>
<br>
For the second group of people, I suggest <i>shiny objects</i>. Some people just need to pursue less complex guilty pleasures.
<br>
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
 

DamnElfGirl

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Or sometimes the second group of people are well-served by better instructions, a more well-designed interface, and/or an in-game tutor... oooh, it's a Slinky!
 

ichpokhudezh

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While an advice 'RTFM' works OK in a forum, developers could not really take this approach for the fear of alienating newcomers.
Although I liked the hint system in Geneforge and found the use of quest system in KotOR to be quite clever, 2nd (n-th) time around it does become moot.
I'd vote for a random hint selection, 'Got it!' button and ability to reset/turn off the hint system.
 

Spazmo

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Well, if you ask me, the best way to turn a novice computer user into an at least capable computer user is to teach them the golden rule of figuring things out: RTFM. If we just hold their hands all the time, they won't learn.
 

ichpokhudezh

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Spazmo said:
Well, if you ask me, the best way to turn a novice computer user into an at least capable computer user is to teach them the golden rule of figuring things out: RTFM. If we just hold their hands all the time, they won't learn.
Hmm, I don't think that making a person a 'capable computer user' is an uber-goal of a computer game. That's even counter-productive, imo.
 

Spazmo

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Oh, yeah? How many calls to tech support do you think are eventually answered with "that's in the manual on page X." How much of the anguished wailing on the Atari ToEE boards was stuff that's clearly explained in the manual? If people learn to RTFM, they'll stop harassing the publishers with really dumb questions.

Now we just need devs to Write TFMs that aren't pathetic little pamphlets. Go go beefy manuals!
 

POOPERSCOOPER

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I dont like reading manuals cause I like to pound my face into the game once I get it instead of sitting down and reading a book. It usually affects my game pretty well like having to start over sometimes, but I find it enjoyable during the course of going in and not knowing what I'm doing then facing some ridiculously challenging tasks because of it. I can get by most of them to, which can create a satisfy experience when finishing the game.

I've made some of the wierdest play throughs evar.
 

Talorc

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Infinity Engine?

Judging from the screenshots - the engine seems VERY Infinity Engine inspired?

Despite that, it looks like this game might be quite good.

Anyone else feel the same?
 

ichpokhudezh

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Spazmo said:
If people learn to RTFM, they'll stop harassing the publishers with really dumb questions.manuals!
Did you forget the first part of it? WEEF:RTFM :)
Seriously, though, if your software is not educational, it should not make people read something. Information and instructions should be short and readily available with basic stuff being accessible by clicking 'big buttons' ;)

Just your standard usability rule-of-thumb.

Good systems do feed users forcefully with some more advanced stuff average targets would never figure on their own.
 

Saint_Proverbius

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People who don't want to read manuals shouldn't be playing CRPGs. CRPGs, by nature, should have a level of complexity that does require a little bit of explaining every so often. Of course, the game could have a nice in-game help system like ToEE has, where a player can simply surf his way to information in addition to the manual, but reading is still a requirement.

I'd much rather have to look something up than have something dumbed down.
 
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I love big chunky manuals it makes you feel like you bought something worth playing. The more complexity the better as long as that complexity is justified and not just the designers being lazy.
 

Dhruin

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^Completely agree, provided "complexity" isn't just an excuse for poor interface design or illogical game mechanics.
 

Crazy Tuvok

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The bigger the more detailed the manual the better afaic. Not only is this usually indicative of a deep game but I personally like reading game manuals. Maybe it is me, because I also like reading the source books for PnP RPGs even if I am not going to play them so color me geek.

Something like ToEE's in-game function is nice if only it were a bit more comprehensive. Deep game need not equal overwhelming to the novice and smooth and simple instruction need not mean dumbed down.

I agree *completely* with Saint - if you don't want to do a little reading (be it manual or in-game instruction or whatever) then go play something else. An RPG that doesn't invoke a need to understand subtly or detail usually blows syphillitc donkey balls.
Combat Mission: now there my friends is a fucking manual.
 

ichpokhudezh

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Crazy Tuvok said:
I agree *completely* with Saint - if you don't want to do a little reading (be it manual or in-game instruction or whatever) then go play something else. An RPG that doesn't invoke a need to understand subtly or detail usually blows syphillitc donkey balls.
:) It's not that I argue for eliminating manuals completely.
But the key word here, imo, is 'invoke'.
Subtlety should add to the experience and allow you to appreciate it more. When understanding subtle details becomes a necessity, it means either that a) original material has no real substance or b) the learning curve is so steep for the bulk of intended audience that sales suck. ;)

And, BTW, I didn't really see anything groundbreaking in computer gaming recently. On the other hand, I'm not an avid gamer. What are you guys referring to? I don't mean PnP DM-related stuff.
 

Crazy Tuvok

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ichpokhudezh said:
Subtlety should add to the experience and allow you to appreciate it more. When understanding subtle details becomes a necessity, it means either that a) original material has no real substance or b) the learning curve is so steep for the bulk of intended audience that sales suck. ;)

I disagree that understanding subtle details results in the binary choice you give. Will a game with nunaced mechanics and tons o options be a best seller - if the game is good it will be. More importantly as long as it is good and sells well enough that the creators get to keep making games I don't care how it sells. Once again, the Combat Mission games are fucking packed with details and nuance - they are not bestsellers but there are new iterations frequently so they sell well enough.
Also in CM understanding the subtlies is an absolute neccesity and the original material is far from lacking in substance.

Another example is Jagged Alliance or the X-Com series (the real ones not the pos that has been bearing the X-Com name as of late). For mainstream game series they have a pretty robust mechanic and deep combat system. Understanding nuances was critical to success in the game. The games are now legendary, spawned sequels and expansions and people have ben trying to duplicate the magic ever since. S2 reminds me a lot of JA for example.

On the other hand look at a game where the sytsem was stripped of its complexity - FO: BoS. Do you hear *anyone* with a fully functioning nervous system, one that doesn't end at the top of the spinal cord clamoring for a sequel?
 

ichpokhudezh

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Crazy Tuvok said:
I disagree that understanding subtle details results in the binary choice you give.
Understanding will not ;) Although my point has been different :)

Once again, the Combat Mission games are fucking packed with details and nuance - they are not bestsellers but there are new iterations frequently so they sell well enough.
Also in CM understanding the subtlies is an absolute neccesity and the original material is far from lacking in substance.
CM is quite easy to get into, as I've heard. If you are into wargaming, that is. Never played it myself, though.

Another example is Jagged Alliance or the X-Com series (the real ones not the pos that has been bearing the X-Com name as of late).
Again, I can comment on X-Com only. I've never read the paper/pdf manual since I never had it. ;)

On the other hand look at a game where the sytsem was stripped of its complexity - FO: BoS. Do you hear *anyone* with a fully functioning nervous system, one that doesn't end at the top of the spinal cord clamoring for a sequel?
Hmm. I haven't had the pleasure to play FOBOS, but I heard a lot of people asking for a sequel for Donkey Kong. ;)
Wasn't FOBOS just a tactical combat kinda game?
 

Reklar

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ichpokhudezh said:
Wasn't FOBOS just a tactical combat kinda game?

No, FOBOS was a first-person shooter wannabe with auto-aim, horrible graphics, cussing every other word, and really lame stereotype characters. And those were it's good qualities. It is reputed with nearly single-handedly killing the Fallout liscense with it's abominable bastardization of anything related to the Brotherhood of Steel. Ack, just thinking about it makes me feel dirty. :x

-Reklar
(a Fallout/RPG fan)
 

Crazy Tuvok

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ichpokhudezh said:
Understanding will not ;) Although my point has been different :)

Correct me if I am misunderstanding you, but you wrote that the neccesity to understand subtlies meant either a shallow system/game or crappy sales due to excessive learning curve. That is a binary choice; also if there is something to be understood in a game then I assume it is neccessary to play the game as intended. I suppose one could ignore all these things, install the game and manage to play it poorly but what is the point of that?

CM is quite easy to get into, as I've heard. If you are into wargaming, that is. Never played it myself, though.
CM is easy to get into in the sense that you could fire up a scenario and know how to move forces, deploy, fire etc. If your understanding begins and ends there you will get your ass kicked fast and hard every single time. There is a reason the manual is 200 pages and everything in it adds not just complexity and realism to the system but more importantly *fun* to the game. A different example is SWAT 3 or Operation Flashpoint or to a lesser extent Ghost Recon. Failure to understand the subtlies (that is an attempt to play them like a typical FPS) will result in many a reload or total frustration. RTFM and understand the complex mechanics- the games are effing brilliant.

Hmm. I haven't had the pleasure to play FOBOS, but I heard a lot of people asking for a sequel for Donkey Kong. ;)
Wasn't FOBOS just a tactical combat kinda game?

You are thinking of Fallout Tactics. To show you how fucked up FO BoS is, it makes Falllout Tactics look like FO1.
 

ichpokhudezh

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Crazy Tuvok said:
if there is something to be understood in a game then I assume it is neccessary to play the game as intended. I suppose one could ignore all these things, install the game and manage to play it poorly but what is the point of that?
Why would you assume that? If a game could be played with general understanding of the setting and system at the beginning how's that 'poor play'? There are difficulty settings for that very reason.
If I understand you correctly and try to shift your point to a completely different environent, try this with some other games. Say, scroller shooter - and you don't have any health bonuses so you must rely on your skill. Say you play Doom and the only choice you have is the Nightmare mode - you will need to be able to know nuances of monsters/AI/weapons to play it. Playing FO first time, did you really need to know _everything_ about SPECIAL?

Same with any type of the game. As long as you give your target audience time to adapt to the system, the higher levels of detail should give you more insight/enjoyment, not detract from the initial experience.

The finer point is the issue of the balance - just how much the 'novice'/'easy' difficulty level should translate into the game? How would you do the 'training' mission to avoid creating the discrepancy in the setting (an example of poorly executed training mission: KotOR, an example of an ok training: FO2, good training (imo): PS:T)

Crazy Tuvok said:
CM is quite easy to get into, as I've heard. If you are into wargaming, that is. Never played it myself, though.
CM is easy to get into in the sense that you could fire up a scenario and know how to move forces, deploy, fire etc. If your understanding begins and ends there you will get your ass kicked fast and hard every single time.
Cannot really argue with you here - I'm not a wargaming fan, just what I heard from my friend, who didn't have his ass handed to him every time, btw ;)

Crazy Tuvok said:
A different example is SWAT 3 or Operation Flashpoint or to a lesser extent Ghost Recon. Failure to understand the subtlies (that is an attempt to play them like a typical FPS) will result in many a reload or total frustration. RTFM and understand the complex mechanics- the games are effing brilliant.
Something is very wrong with your example. To play a stealthy game as a kill-on-sight fare would not be a 'failure to understand subtle differences', it'd be more of 'missing the point completely'. ;)

Crazy Tuvok said:
Hmm. I haven't had the pleasure to play FOBOS, but I heard a lot of people asking for a sequel for Donkey Kong. ;)
Wasn't FOBOS just a tactical combat kinda game?

You are thinking of Fallout Tactics. To show you how fucked up FO BoS is, it makes Falllout Tactics look like FO1.
We're off to a semantics argument. <rhetorical>What is 'dumbed down'?</rhetorical>
 

Crazy Tuvok

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ichpokhudezh said:
Why would you assume that? If a game could be played with general understanding of the setting and system at the beginning how's that 'poor play'? There are difficulty settings for that very reason.

I am not talking about tweaking the difficulty of the game's extant setings, e.g enemies have more hps or use cover more often or there are more of them (none of which incidentally I really like very much in terms of uppiing a game's difficulty - but different issue). I am talking about the game itself, i.e. how the game is designed. Therefore if it has been included in a game's system that morale will have an impact on troop or character performance, failure to understand this "nuance" and instead behaving as a player as if it didn't exist will result in poor performance on the part of the gamer as well as a poor interpretaion of the game. Should the player ignore this and just click the attack button irrespective of the inclusion of morale checks, I would regard that as poor play.

ichpokhudezh said:
If I understand you correctly and try to shift your point to a completely different environent, try this with some other games. Say, scroller shooter - and you don't have any health bonuses so you must rely on your skill. Say you play Doom and the only choice you have is the Nightmare mode - you will need to be able to know nuances of monsters/AI/weapons to play it. Playing FO first time, did you really need to know
_everything_ about SPECIAL?

What do you mean by "everything? I think it was pretty important to understand SPECIAL rather well to play FO. Could I as a player fire the game up, choose a pregen PC and click on enemies till dead? I suppose. *Maybe*. Would I do better and would the game be more aligned with designer intent as well as more fun if I understood the advantage/disadvantages to the Perks, Traits, Skills? The difference between a high Charisma Speech oriented stealth PC and a ham fisted brawler? And knowing these differences tailor my character creation and progression accordingly? If this is what you mean by understanding SPECIAL then yes I think it neccessary.


ichpokhudezh said:
Same with any type of the game. As long as you give your target audience time to adapt to the system, the higher levels of detail should give you more insight/enjoyment, not detract from the initial experience.

I agree which is why a good tutorial and the ramping of difficulty and complexity is included in most games. Got no problem with this.

ichpokhudezh said:
The finer point is the issue of the balance - just how much the 'novice'/'easy' difficulty level should translate into the game? How would you do the 'training' mission to avoid creating the discrepancy in the setting (an example of poorly executed training mission: KotOR, an example of an ok training: FO2, good training (imo): PS:T)

I have not played KoTOR, but I fucking *HATED* the tutorial in FO2; PS:T was well done. I prefer the tutorial be outside the game, i.e choose from a main menu as opposed to an integral part of beginning a new game. If I am replaying FO2 I really do not have any need whatsofuckingever to go through the goddamned Temple of Irritation one more freaking time. Irenicus' dungeon in BG2 was almost as bad but at least it gave some insight into what was going on and introduced some plot elements/quests etc. Still I would rather skip it if I was gonna replay.

[quote="ichpokhudezh"
Cannot really argue with you here - I'm not a wargaming fan, just what I heard from my friend, who didn't have his ass handed to him every time, btw ;)[/quote]

I'll take your word. Nevertheles my point remains the same. Not reading the manual/ not paying attention to the details seriously detracts from much of what makes the game great. I assume your friend did pay attention or was aware of these details.


Something is very wrong with your example. To play a stealthy game as a kill-on-sight fare would not be a 'failure to understand subtle differences', it'd be more of 'missing the point completely'. ;)

Fair enough, I did exaggerate a bit. But OP Flash is a pretty good example. It is not a srealth shooter. An early mission puts you into the middle of a pretty large firefight. Should you play this mission ala DOOM or a typical FPS (that is largely ignoring basic real infantry combat tactics) and try the ole circle-strafe and shoot you are going to wear out the reload button. Faliure to understand the physics of shooting a bullet across distance, of how to fire from cover without getting shot yourself, of how to fire into cover ,of suppression fire etc which if used at all in most FPS games are used rather arcadey (and nothing wrong with this I loves me a good FPS) you will again be hitting the reload. In other words, fire the game up and it looks like a typical FPS; play by typical, simpler FPS rules and die often and quickly.

I actually think for the most part we are in agreement on the issues here.
 

Saint_Proverbius

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ichpokhudezh said:
We're off to a semantics argument. <rhetorical>What is 'dumbed down'?</rhetorical>

It's basically a third person shooter(with autoaiming, no less) with an extremely watered down character system. An autoaiming shooter, does it get more dumbed down than that?
 

Diogo Ribeiro

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Saint_Proverbius said:
ichpokhudezh said:
We're off to a semantics argument. <rhetorical>What is 'dumbed down'?</rhetorical>

It's basically a third person shooter(with autoaiming, no less) with an extremely watered down character system. An autoaiming shooter, does it get more dumbed down than that?

Wait until the next revolutionary FPS gives players auto-dodge.
 

Anonymous

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For CRPGs i'm unfamiliar with, the manual comes in handy every now and then (if I cant figure something out or I dont know what something is, manual time). It's just common sense, heh.

Most FPS games dont need manuals, but alot of FPS games come with manuals on the disc now instead of in paper, and come in those mini-boxes. But strategy and RPG games still need them (but I hate when the manual is huge and totally unneeded, such as with NWN, where everything is taught to you.)
 

Crazy Tuvok

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As a rule I always like getting a manual even if stuff is largely explained in the game. Sometimes I like them for atmosphere alone - American McGee's Alice had a cool manual and a cool journal that accompanied it that really set the tone for the rest of the game. Same as Clive Barker's Undying which had a cool journal thing as well. Both were straightforward shooters but both benefited from the inclusion. Or the ads in the back of the (largely unneccessary) manual to GTA3.

Hell even some very straightforward shooters need manuals; "What does secondary fire on this weapon do? Oh not in the manual guess I need to find out in the middle of a fight - how convenient" :roll:

Barring some hardcore simulations, I have yet to meet the game that I disliked for being too complex, too nuanced etc. I enjoy games with depth and I enjoy games that take some effort to be good at them.
The combat in ToEE and JA2 are good examples imo of a happy middle ground. It took me a little while to get good at using all the tools at my disposal in combat and the learning curve was fun.
There are no extraneous options in combat and there are a lot of options.

Approaching games from an extreme of either pole is a mistake but I would rather a game err on the side of compexity. Hell even Need for Speed Porsche Unleashed required you to tweak your car in the garage and not just max out on the best parts. The game would've sucked had this as well as the physics of the racing which leaned more towards real than arcade been any easier or absent.

I can't say I can remember the last time an new iteration of a series came out and the reaction to it having been simplified was positive. Certainly I am wrong and cetainly someone will point it out, but damn if I can think of one.
 

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