new-player-experience

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  • EVE Evolved: The new player experience, part 2

    by 
    Brendan Drain
    Brendan Drain
    11.13.2011

    Two weeks ago, I began an experiment to look into EVE Online's new player experience from the perspective of someone who has never played the game before. I convinced my friend Kajatta to try the game for the first time, with his only prior knowledge being the same stories, videos and screenshots that anyone will have seen before signing up to give the game a shot. In the first part of this investigation into the new player experience, Kajatta delivered a harsh first impression of the user interface and character creation. A common story I've heard when I'm talking to current EVE players is that many didn't really get into the game the first time they played. As happened to Kajatta, some found adapting to the UI and control scheme a jarring experience and were put off as a result. It was usually the second time they played EVE that seemed to make the game stick, whether that was restarting a new character immediately or giving the game a second try up to a year later. Could it be that EVE is most likely to appeal to new players the second time they play it? To put this theory to the test, this week Kajatta took a fresh second stab at EVE Online and played through all the career agent content. But has his first attempt provide the equipment necessary to scale EVE's famous learning cliff, or did the UI and control scheme prove as impenetrable a barrier as ever? In this week's EVE Evolved, Kajatta delivers his verdict on whether EVE is better the second time around and delves into the Cash Flow For Capsuleers combat missions.

  • EVE Evolved: The new player experience

    by 
    Brendan Drain
    Brendan Drain
    10.30.2011

    Ever since a graph showing a downward trend in daily peak concurrent logins started to make the rounds on blogs, players have insisted that EVE Online's recent Incarna expansion has been a complete failure. I mentioned in an earlier article that we should really have expected this as the captain's quarters were primarily designed with new players in mind. Starting the game as an avatar, even one who's been grounded in his space-room by his space-dad, helps people identify with their characters in a way that bridges the gap between EVE and traditional avatar-based MMOs. By introducing a player to his character as a person rather than a ship, the new player experience may also help make the loss of a ship not such a big deal. It's all fine and well to theorise about Incarna's success or failure, but ultimately it's only new players who can make that determination. If the captain's quarters do their job of flattening that initially jarring part of EVE's learning curve, the expansion's effect on subscriptions would be to convert more free trials into paid accounts -- an effect that wouldn't be immediately noticeable until another exciting and heavily advertised gameplay expansion brings in large numbers of new players. To help figure out if the captain's quarters have been successful in that regard, we have to turn to people who have never played EVE before. In this week's EVE Evolved, I finally convince my friend Kajatta to try EVE for the first time. I delve into his first experiences with the game to find out what EVE does right and wrong in the new player experience.

  • The Mog Log: Throwing out the barriers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.17.2011

    If you're starting Final Fantasy XI fresh right now, you'll have the most fun if you have absolutely no idea how much stuff you have to do -- not just because it's intimidating, although that's certainly an element, but because it's a huge pile of things that you can't do by yourself in any meaningful fashion. You have to rely on charity or making friendships based solely on your charming personality because you've got pretty much nothing else to offer when you start off, and no one at level 85 really wants to go farming for subjob items yet again (to say nothing of gysahl greens). These sentiments are not new. This is not something that I have never said before or a thought that had remained unexpressed for ages until just this moment. I've long talked about the fact that there's a huge barrier to entry for the game, one that essentially locks the game in for the people who are playing right now and no one else. But for all that talk, I can also see some very good reasons to keep those barriers in place because they're providing some useful functions -- or at the very least, they're not actively harmful.

  • EVE Evolved: Upgrading to a PvP cruiser: Gallente and Amarr

    by 
    Brendan Drain
    Brendan Drain
    07.31.2011

    People come to EVE Online from many different gaming backgrounds, and for one reason or another, the game doesn't click with most people the first time they try it. Two weeks ago, I encouraged people who have tried EVE but never got it to click with them to approach the game from a new angle -- to grab a few friends and charge head-first into PvP with guns blazing from day one. In last week's EVE Evolved, I advised new players on getting into their first PvP frigate, preparing for PvP, and staying financially ahead of the inevitable ship losses. I also put together two frigate setups for each race that will fit and function well with only a few days worth of skills trained. While frigates are fantastically cheap ships in which to learn the basics of PvP, their effectiveness on the battlefield is limited. Most tech 1 frigates struggle to deal anywhere near 100 damage per second, and if caught by enemy tacklers they die quickly. While the next step up is the destroyer class, I strongly advise PvP-oriented players to skip it and move straight on to cruisers. Although cruisers have less mobility than frigates and are easier for large ships to hit, they pack a big punch for a relatively low cost and can take a bit of a beating. In this week's extra large EVE Evolved, I share effective and battle-tested setups for the Thorax, Vexor, Arbitrator, and Omen that new players can use with less than two weeks of skills trained. I also suggest skills to train and give a few tips for keeping costs down. If you're a fan of Minmatar or Caldari ships, tune in to next week's EVE Evolved for the continuation of this article.

  • The Daily Grind: How welcoming should a game be?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.18.2011

    In the old days, games started you out in a few tattered rags, and if you were very lucky, you had a weapon after character creation. The tutorial was "try not to die." You learned where things were by asking other players or blindly stumbling from place to place. In many ways, themepark games like RIFT can be seen as a direct counter to that playstyle, giving players a clear sense of purpose and a direction so reliable it can feel like handholding. But there's another side to the discussion: the fact that how easy it is to figure things out at the start of a game contributes to how welcome you feel. There's a rush when you realize you're in a hostile world that won't hand you what you need to survive, but there's also a question of whether or not you want to carve out a niche in a world that doesn't seem to want you anyway. So how welcoming should a game be to new players? Should it be gently guiding at the risk of over-protectiveness, or should it throw you in the deep end and let you sink or swim? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • EVE Evolved: Corporate benefits and new players

    by 
    Brendan Drain
    Brendan Drain
    05.08.2011

    In a recent article, I explored the effect that power players have on EVE Online's subscription retention. In particular, I suggested that CCP has stopped developing features with EVE's power players in mind and that this could be the cause of a worrying downward trend in new player retention. It's the responsibility of corp leaders and organisers to give players a place in EVE, to provide them with something to do and to instill them with the ambition to continue playing in the long term. I believe that CCP has let those organisers and leaders down by failing to provide the updated tools necessary to give players a purposeful place in the universe or give them a good start to the game. A similar issue I've touched on before is the importance of corporate goals in EVE. I've always been amazed at the willingness of EVE players to donate their time and effort to achieve a collective goal rather than a personal one. People are far more likely to join a corporate mining op, for example, if the proceeds will be donated to the corp funds or the minerals will be used in a corp production scheme. Similarly, I've found players to be much more enthusiastic about a mission night or wormhole op if the intent is to fund the production of a corp capital ship or the purchase of starbase fuel. With CCP's summer focus aimed at helping new players get into good corporations, this week's opinion-filled EVE Evolved examines some of the developments necessary to make that goal possible.

  • EVE Evolved: Incarna and the captain's quarters

    by 
    Brendan Drain
    Brendan Drain
    03.27.2011

    When we first heard about Incarna, it was as "Walking in Stations" back in 2006. At the 2006 EVE Online Fanfest, details of the ambitious project were released to excited fans, which was followed by a lengthy devblog from CCP t0rfifrans on what would be involved. The sheer scope of Walking in Stations seemed immense, but in-engine screenshots of what came to be known as "Ambulation Man" created a sense that a lot of work had already been done on it. Over the years following that announcement, we saw snippets of information and work-in-progress screenshots from various prototypes. Players saw those prototypes as the current state of the feature in development, and it became reasonable to expect a release in the near future. Miscommunication In reality, CCP's insistence on doing the feature right has caused several prototypes to be completely scrapped. Walking in Stations became Ambulation, and we were shown a full work-in-progress demo of a character walking around in a bar and playing a minigame. That prototype was similarly scrapped, being reborn as Incarna at the 2009 Fanfest. In developing each of these prototypes, CCP quickly discovered that the underlying technology to do it the way the team wanted to simply didn't exist. In this opinion piece, I look at the summer expansion's planned captain's quarters event and what it could mean for EVE Online.

  • Choose My Adventure: Swiftsnout theCrotchety

    by 
    Jef Reahard
    Jef Reahard
    11.17.2010

    Aaaaaaooooooooooooo... er, sorry. I was just getting into character a bit early, I suppose. Welcome back, loyal readers and Aventurine subscribers alike, to Choose My Adventure. With the past couple weeks' worth of voting formalities behind us, it's time for the main event. As we speak, I'm rolling up a brand-spanking-new Darkfall character, the better to suffer at the hands of my new PK overlords -- and hopefully get a good look at the world of Agon prior to writing about it over the next six weeks. Join me after the cut to see the results of last week's voting and get a sneak peek at what I'll be doing first.

  • The Road to Mordor: Do-over! Do-over!

    by 
    Justin Olivetti
    Justin Olivetti
    09.24.2010

    This past week I took a break from kowtowing to the haughty elves of Lothlórien and their super-secret elf club to start up a couple alts. It was ultimately a good decision, as I ended up both digging my new lore-master and getting to sample first-hand the many changes that Turbine made to the new player experience. In mega-patches like this recent one, revamping the starter experience tends to be overlooked by all. Unless they're itching to roll an alt -- like I am -- current players won't be on hand to witness the changes, and completely new players to the game lack the knowledge of how it used to be in order to appreciate how it's been improved. But unsung improvements or no, Turbine's done an excellent job of smoothing out an already-engaging lowbie journey with a startling number of tweaks. I certainly didn't expect there to be so many, but since I have done the 1-20 run umpteen times in the past few years, it felt like a breath of fresh air to me. So what's all sparkly and different? Is the road to Mordor paved with good decisions (see what I did there)? Reroll a baby-faced adventurer with me and hit the jump!

  • Everything you wanted to know about LotRO but were too busy fending off an invasion of Uruk-hai to find out

    by 
    Justin Olivetti
    Justin Olivetti
    09.23.2010

    It can be scary and intimidating to enter an MMO for the first time, especially if that game's been out for a number of years. So many possibilities, so many unknown factors, so much to learn -- we wouldn't blame you if liquid started pouring from your ocular sockets. With so many new players giving Lord of the Rings Online a test drive these past few weeks, it stands to reason that there are a few who feel utterly, completely lost. Who will ever save us from this lack of knowledge? Look! Up in the sky! It's a new LotRO dev diary! In the eloquently titled "New Player Tips and Hints," Turbine provides four pages of need-to-know info about how to survive and succeed in Middle-earth. While some of the tips are common knowledge to any MMO player, there's still enough here to recommend to an experienced MMO vet who might be new to LotRO. The article covers how to gather information, basic tips and hints, integrated system tips and combat tips. You can read the whole shebang over at LotRO's site.

  • PAX 2010: Your questions answered by SWTOR's Blaine Christine

    by 
    Larry Everett
    Larry Everett
    09.10.2010

    A little over a week ago, I asked you all what questions I should ask SWTOR developers at PAX. Well, wait no longer -- the answers are here! Blaine Christine, the Senior Producer for BioWare, took some time specifically to answer some of Massively's readers' questions. There were five main categories I wanted to hit on when approaching BioWare about the content of Star Wars: The Old Republic: playable species, classes, space combat, starting zones, and endgame. I did focus heavily on endgame in the interview -- including crafting -- but I did not neglect the other portions. Player species are not that complicated at this point. BioWare hasn't really announced anything new regarding species for a couple of weeks. However, if Zabrak is not a playable species for the trooper, then the devs will have to build the species out of the game I played this weekend, because the trooper I played was definitely a Zabrak! I will dig into starting zones a bit more in depth when I do my version of a hands-on for SWTOR. That will probably end up being next week's Hyperspace Beacon. Lastly, before I begin the interview, I did not ask Blaine Christine anything about space combat because the night before the interview, Daniel Erickson, the Lead Writer for BioWare, brought it up in the official presentation, saying: "You remember that part where Han Solo and Chewbacca are in the Millennium Falcon? Han's like, 'Hey, Chewie, let's go into space, and let's just dick around. Let's go off in that direction and see if there is anything interesting'? Remember how they went off and there was this asteroid, and they mined the asteroid? Yeah, we couldn't find that either. Two things happened when you went to space. One: You took off to space when you wanted to go somewhere. You took off into hyperspace -- BAM! -- and got there. Two: You wanted to go to a battle or you were trying to go somewhere and someone stopped you. Uh oh! Giant exciting combat! ... That is why we did space combat the way we did." After the break, your other questions are answered by Blaine Christine. What's in there? Only what you take with you.

  • Choose My Adventure: Off to Telon!

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.08.2010

    Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of posts and galleries here on the site. Then, after our two months are up, we'll do it all over again in a new game! Well, the masses have once again spoken, and this time I'm headed off to spend the next six weeks running around in Vanguard: Saga of Heroes! I'll admit that this is one title that I've never played. At the time it was released, my computer's stats were nowhere near the level required to play it (surprise), so I gave it a pass. Since then, I've been intrigued by the world (largely due to many of the lovely One Shots I've seen on it), but I simply haven't taken the first step to check the game out. Thanks to the vote being rocked by the Vanguard community, it looks like I'm going to get that chance to see Telon after all! Unfamiliar with Vanguard? Know all about it and would rather skip straight to this week's polls? Join me behind the break for both!

  • Exploring Eberron: Six things to do on your first day in game

    by 
    Justin Olivetti
    Justin Olivetti
    07.30.2010

    So you've given into temptation, downloaded DDO onto your hard drive, and decided to see what all the hubbub was about with Turbine's quirky MMO-that-could. Good for you -- personally, I think you're in for a terrific time. Of course, there's a small but steep learning curve at the start of the game, which I envision claims the lives of many gamers who run all willy-nilly into said wall screaming, "Where is the auto-attack keyyyyy?" You want to avoid that. You want your DDO experience to be face-smashing-wall free. Therefore, I have pulled myself out of a Fun Dip coma (soooo much sugar) to cobble together six vitally important tasks to perform on your first day in game in order to save the princess. Or make your life easier, I don't know. I'm assuming that you've already made your first character and are itching to test drive that bad boy or girl and see how quickly you can die. Man, I bet you really wish Rubi were back already, huh? Wish harder, dude!

  • EVE Evolved: Exploration -- Top tips

    by 
    Brendan Drain
    Brendan Drain
    07.18.2010

    Over the past two weeks, I've been giving an in-depth look at EVE Online's exploration profession. Exploration is one of the many PvE elements that players can get involved in right from their first week in EVE. By concentrating on astrometrics skills, a new player can be a more-than-competent prober within a week. Although some sites may require the help of an older player for the first few months, it's still one of the most fun PvE elements a new player can get into. In the first part of this three-part guide, I went over the basic equipment and techniques you'll need to scan down hidden complexes. In last week's second part, I went on to look at the different types of hidden site you can discover, what loot you can expect to find in each of them and what kind of challenge you'll face. Since the exploration system was launched many years ago, I've picked up a few tricks and tips that can help any explorer. In this final part of the EVE Evolved guide to exploration, I run down my four top tips for budding explorers.

  • The Road to Mordor: Touring the fall's new content with Turbine (part one)

    by 
    Justin Olivetti
    Justin Olivetti
    07.02.2010

    It just may be the dream of every MMO geek to command the attention of his or her favorite dev team, bombard them with questions, and be shown secrets previously kept behind closed doors. Well, my friends, today that dream came true for this geek, as Turbine graciously sat down with Massively for over two hours to conduct an all-access tour to the fall's hot new LotRO content -- including the details behind the controversial and anticipated F2P switch. Aaron Campbell (Producer), Allan Maki (Senior Designer), Elliot Gilman (Senior Designer), Brian Aloisio (Designer), Joseph Barry (Designer) and Jonathan Rudder (Lore Guru) were on hand to fly me through the new content -- and reveal a few big surprises. To say that I had questions is an understatement; I fear that I sounded a bit like a six-year-old who peppers parents with unending "Why?" queries. Expecting to hear "no comment" a lot (after all, this content is in beta), I was surprised when the Turbine team enthusiastically answered all of my questions and then some. This is a team who know this F2P move is bringing some apprehension and concern, and they're trying to assuage that with as much information as possible. So join me as we go through the first part of this tour, looking at an enhanced new-player experience, instance scaling and the addition of Enedwaith to Turbine's Middle-earth.

  • EVE Evolved: The game doesn't really start until...

    by 
    Brendan Drain
    Brendan Drain
    06.27.2010

    While reading the latest Anti-Aliased, Seraphina Brennan's weekly opinion column here at Massively, I couldn't help but apply what she was talking about to EVE Online. Sera's opinion piece was centred on the idea that games should be fun right from the start. If there's a period of boredom or grind before you get to the fun parts of a game, the developers are doing something wrong. While this is most often attributed to theme-park MMOs, with their rush to endgame before the game really opens up, I can't help but think EVE falls into the same trap. Despite its open-world sandbox nature with no forced progression or crafted endgame, I catch myself saying "EVE doesn't really start until ..." all the time. Most often I'm talking about how EVE's core gameplay really begins with PvP, and how motivationally essential it is to join a good player-run corporation. I've always found EVE's social structures and PvP to be its two most powerful components. Over the years, I've watched players who get involved in them stick with the game for years, while others who don't quickly become bored. I find myself wondering whether anything can be done to bring those parts of the game to new players right from the start. In this opinion piece, I look at the idea that EVE doesn't really kick off for players until they get into PvP or join a good corporation. I go on to suggest a few changes to the new-player experience that might help bring these elusive endgames to new players.

  • Waging WAR: Revisiting the new player experience

    by 
    Greg Waller
    Greg Waller
    06.12.2010

    Waging WAR moves a step backward this week to take a fresh look at the Warhammer Online: Age of Reckoning new player experience. Greg gives us his take on what he thinks we can expect from the Endless Trial or a Re-enlistment subscription with a new character. He takes us through his experience over a few casual days of play and tells us about the leveling process, scenarios, RvR, twinking and more. Lately, I have spent quite a bit of my time on my rank 40/70 Archmage, focusing on emblem collection and participating in the newly formatted Tier 4 city sieges. Earlier this week, as I considered topics for this weekend's column, I realized that it had been a while since I had experienced the low-level content. Conveniently enough, I was just starting to suffer a bit from healer's burn-out (thanklessly healing day after day can wear a person down), and decided I would take a break and tool around on a lowbie for some fresh kicks and giggles.

  • EVE Evolved: What not to expect from EVE Online

    by 
    Brendan Drain
    Brendan Drain
    06.06.2010

    Of all the MMOs on the market today, few are as polarising as EVE Online. While the game has over 330,000 active subscriptions and I've absolutely loved it for over six years, I still find myself introducing new people to it with the words "It's not for everyone." It does seem to be the case that EVE just doesn't mesh with some gamers. The user interface can look overwhelming, the combat can seem detached and the gameplay is often written off as boring. Players coming from other MMOs are at risk of bringing some fundamental preconceptions about MMO design with them that don't really apply to EVE. These basic misunderstandings in how the game works can be a source of frustration or confusion for people who genuinely want to get into EVE. I find myself answering the same barrage of questions each time I introduce someone to the game, ranging in complexity from "What's the best race?" or "What's the best ship?" to the inevitable "How can I catch up to older players?" or "What should I do now?" In this article, I look at three key ways EVE differs from the MMO norm and what new players can do to overcome these potential stumbling blocks.

  • EVE University turns six years old today

    by 
    Brendan Drain
    Brendan Drain
    03.15.2010

    EVE Online has made a name for itself as an MMO with a steep learning curve. Getting into the game can be a daunting experience for new players, particularly if they want to get involved in PvP. Six years ago today, EVE player "Morning Maniac" founded the EVE University corporation in an effort to combat exactly that problem. Since then, they've been EVE's best-known new player training corp, providing free training and supplies to players getting to grips with the game. The program has seen over 10,000 new players pass through and graduate on to bigger and better things. Their success has spawned many other training corps over the years, including those focused on piracy. In his six year birthday announcement, Kelduum Revaan of EVE University talked about how the game had changed over the years, adding that "one thing has remained constant - there are always new players, and there is always more to learn." At last year's five year anniversary, a brief history of the corp graced the EVE news. Since then, EVE University has gone from strength to strength, with some impressive achievements over the last twelve months. Over 3,000 new players entered the program this year, for a time making EVE University possibly the biggest single corp in the game. They were even recommended by PC Gamer magazine as the best place for new players to start their EVE journey. This year also saw the opening of their wormhole operations division and the opening of access to NPC nullsec regions for members. The corp looks forward to expanding operations and we at Massively wish them every success over the coming year.

  • Character creation in Earthrise an open system

    by 
    James Egan
    James Egan
    12.15.2009

    The latest Earthrise Question of the Week from the Masthead Studios developers -- "The Blank Slate" -- gives us another glimpse at the underlying game mechanics of this post-apocalyptic MMO. When you begin as a newly cloned character, reborn in a sense, all knowledge and skills gained in your life before the apocalypse are gone. (On the bright side, you're one of the old world's elite chosen to carry on humanity's legacy.) In this respect, you are essentially a blank slate and must quickly learn how to survive in a radically changed society through initiation training. These initial training missions let a new player get a feel for their options in Earthrise, checking out the various skills available to them. Initiation training is a time when players can determine what they like, what they don't, and how they'd like their character to develop over time. This approach means that Earthrise's character creation system will be a relatively open system, emphasizing freedom for players.