jeremyshannon / Exile

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Problems with progression and introduction for new players #40

Open wizardofgcc opened 2 years ago

wizardofgcc commented 2 years ago

This issue is a summary of various discussions and my own observations. I hope it would be useful to discuss and document this problem so it can be fixed.

So basically, the main problem here is that survival in Exile is too hard in the beginning, and too easy at the end. This is caused be multiple things, and is partially intentional, since survival becoming easier is part of the focus of the current system of progression. The main problem here lies with the main survival mechanics of hunger and thirst. In the beginning it is very hard to replenish hunger and thirst, unless you already know what you are doing, and figuring out what to do is hard due to these constraints. New players need to be able to randomly stumble into strategies to do that, but due to the fact that they are on a countdown to death each time means that they will probably quit, dying at the beginning with no sign of improvement can be very frustrating. This is true for the tangkal fruits (they are so high up the player might not notice them, and small tress where they are easily accessible are very rare) and for water (digging puddle holes to get it is not intuitive at all to most people). In contrast, at the end once you have a big enough anperla farm set up and more than 10 water pots, you have to never worry about those mechanics ever again. The end of the game switches theme completely, since at that point you can do little other than just build decorative structures or go explore the ancient city, which has similar problems (as a beginner it's too hard to stumble into anything interesting, and once you have everything there is nothing to do). These are the main things that I noticed, feel free to add more.

Possible solutions (obviously more careful thought has to be put into these, this section is just brainstorming):

jeremyshannon commented 2 years ago

I do plan to add some code to make food disappear from trees in winter, and it would be possible to have tangkal fruits fall out of the trees in late autumn. Crop disease/insect pests and food rotting are also on my mind. For the former, I'd like to do blights that affect specific crops and jump to nearby plants of the same kind (so vast fields of just one plant are penalized) and particle-spawner "locusts" that just eat whatever is nearby, endangering vast fields regardless of what you planted. Food rotting could be handled by adding a metadata time stamp to food, and then checking it versus current time when a container or inventory is opened, by overloading the right click before the formspec gets displayed.

Digging a well, or at least a seepage hole, is a real world technique for getting water. I think the main problem with it is most people don't expect video game water to work like that, because games that let you do that are rare as hen's teeth. Personally I had no trouble spotting those orange tangkal fruits up in the trees, but it was a while before I figured out how to get up to them.

wizardofgcc commented 2 years ago

It would be good if some fallen fruit could generate at mapgen, so players could immediately find them and eat them, though there would have to be very few ones so that climbing would be required to get a stable supply of them. Food rotting might still be tricky though, since items will probably will have to be checked in multiple instances i. e. player inventories, block inventories, entity forms to avoid cheesing the system.

Another thing that I missed: furnaces/ pottery firing are very hard to grasp, since there is no feedback that your pot is actually firing, and kiln design is a bit hard to intuitively figure out. Maybe pots could glow when they reach temperature and emit particles to show that they are firing? I am very sure that there many issues like this that I don't remember.

Overall, the main goal of this all is for survival to stay an important part of the game even after agriculture is set up and to tech new players. I think this is the change Exile needs to become a complete and coherent game, maybe with a large update to the ancient city as well. At that point I think Exile could almost be set to version 1, or close to that to indicate that there may be bugs.

jeremyshannon commented 2 years ago

You wouldn't be able to cheese the rot system via entity forms -- they time out and vanish after a while on their own, although I think there's a setting for how long it lasts. That's an interesting idea to have some visual indication when a pot is heating. I'm not sure what to use that wouldn't look silly, because clay doesn't glow or anything when fired, it's basically just cooking it to remove moisture and harden it. I wonder if the particle system could be rigged up to do some kind of transparent particle sent vertically to fake a cheapo heat haze-ish effect without needing shaders?

wizardofgcc commented 2 years ago

When clay gets hot enough it will glow yellowish-white, it is a good indication that it is firing. Though that may happen at higher temperatures, approx. 1000 degrees, so not sure if that would work for the low temperature firings in Exile.

jeremyshannon commented 2 years ago

I suppose we could fudge it.

DokimiCU commented 2 years ago

Some thoughts...

New Players: Agree 100%. Needs attention.

I like the idea of people being able to stumble into the correct answer. It's more natural than tutorials.

Also, I preferred allowing multiple strategies. e.g. Iron was always intended to be a choice, not a necessity (but people pursue it because it's there). Perhaps we could have some horrid Zero-level that is actually survivable. Just enough stuff that a noob can survive like an animal. (My very early builds were like this - no tools. Nothing!)

Technology progression is a choice. You can succeed as a wild animal man! If you want.

Final Balance: To get this balance right, it is necessary to imagine what the game will be when all major missing features are added. The current version is far more like regular Minetest than ever intended - those were the easiest elements to implement.

We want the final version to be balanced.

I'm thinking of story elements. Narrative and role-playing are intended to be central features. "End game" is less about building all the technology, more about bringing your character's story to a satisfying end.

I like Rimworld's emphasis on enjoying the story, even if that story is a disaster.

Adding missing realism features: Food rot, pests, disease. All this was planned. The game will always tend towards a post-scarcity utopia, because its a game (you can craft a canoe in two seconds!), but more realism will damp this down.

DokimiCU commented 2 years ago

Another idea.

From my old To Do list.

Multiple spawn points. e.g. have 12 spawn points. Each one from a different faction that exiled you. I was thinking of adding buildings to each one, a different style for each culture. That would give some shelters, examples of kilns, smelters etc. A mini in-world tutorial of sorts.

DokimiCU commented 2 years ago

Some more fully developed thoughts...

The core issue: We are trying to widen the "Skill range" of the game. Accessible for beginners, yet still challenging for experts.

Minimum skill level: We can't design for everyone. So, say, let our minimum be a teenager who has played Minecraft, or an adult with basic familiarity with games. But not, say, a young child, or someone entirely new to all games.

Degree of emphasis on skill: The game has major narrative, social (multiplayer), and creative aspects. It's not merely about tests of skill. No one should feel like the game is punishing them because they want to focus on one of these other aspects. Perhaps some biomes should be comparatively easy to survive, for people who prefer to build or socialize. Meanwhile other biomes can be brutal tests of ability.

Most balanced skill level: Allowing a minimum skill level is different than optimizing the game for beginners. Considering we are all making this for our own enjoyment, balance should be best for mid-to-high skill players.

Progression of Mechanics: Ideally as player skill increases they will engage with new harder game mechanics (e.g pottery kilns). However, those more difficult mechanics must not be essential to play the game at all. Otherwise beginners cannot play (e.g right now pottery is often needed to get water, so beginners give up because this mechanic is too hard).

Minimum skill and knowledge needed to survive:

We need some obvious options for each that can be understood by a teenage "Minecraft expat".

Some random ideas

Partial Failure modes: Get away from binary WIN/FAIL modes. Make it more a spectrum WIN---kinda wining---kinda failing--FAIL. e.g. make death/hypothermia/dehydration long and agonizing. It gives more chance to recover, but remains a painful penalty for failing.

Make Failure fun: Similar to above. The process of screwing up should involve dramatic and interesting experiences. Make respawning exciting e.g. Gee-whizz portal effects on spawning a new character. Give players some skill-free but fun tasks/abilities so they always have something they can succeed at.

Avoid failure traps: e.g. Spawn new players in easy biomes.

in world "Tutorials": e.g. find abandoned books explaining smelters. See old ruins of ovens. NPCs share info.

Actual tutorials/encyclopedia: Immersion breaking, so only as a back up.

Events: Do a few "windfall" events for new players. e.g. a bag full of gear washes up on the beach.

Slow Down hunger/thirst rates: Even giving players an extra 15min before hitting a crisis point would help new players explore/learn.

Adequate Information: e.g. tooltip description of what each health effects does, e.g. tooltip description of what tools and workbenches are for (so you know before spending resources to craft it)

Strategies: Focus tech into two main ways of surviving

At the moment "civilization" is the optimum path because it is so much better when you get there. It's the barrier to entry that makes it a hard choice, not the outcome. Ideally all strategies should be equally "successful", but require radically different play styles with differing pros and cons.

Adding some downsides to civilization (e.g. crop failures = famine), plus strengthening hunter-gather abilities (e.g. clothes from animal skins, water skins) should help make it easier for new players. The unfamiliar game mechanics are mostly on the civilization strategy (e.g. smelters). Hunter-gather crafting is more similar to regular Minetest.

End Game:

The problem with "end game" is expert players have run out of ways to fail. It stops being a primitive survival game, which is the core of Exile. (personally I start setting myself absurd challenges e.g. underwater igloo homes). High level technology (both player made and from the Undercity), need to be kept in check otherwise it dilutes and destroys the core experience of Exile.

A side thought: the Undercity might be the right place for setting crazy hard challenges, things that are borderline unbeatable and require applying all the skills learned in every other part of the game.

ozcodex commented 2 years ago

here are some ideas: