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  • The problem with 'exciting' starting zones

    by 
    Kyle Horner
    Kyle Horner
    01.19.2010

    We love it when game designers make an observation that sometimes escapes us, like Dusty Monk's insightful post about the issue surrounding starting zones -- specifically in Cryptic Studio's last three games. His problem stems from the way in which the developer is responding to gamers' demands of a starting zone experience that doesn't involve a newly minted character thwacking sickly rabbits with a twig. It's an old -- almost passe -- gripe that was well founded back in the first half of the 00's. As many of you no doubt know, City of Villains, Champions Online and Star Trek Online tutorials all begin by inundating the character with chaotic immediacy, and information. Dusty's problem is the combination of these two elements. He posits that any sense of urgency is killed immediately upon the opening of a substantially novella-like text window. On the flip side of that problem, he contends that it's tough to learn a new system(s) while a Hollywoood blockbuster is taking place around you. And like any good person with an opinion, he's got a solution for the problem, too.