I would list New Player Experience multiple times but that's a cliche'.
Today's new player experience is beyond insufficient, beyond appalling.
The following is from the original New Haven design doc from the last century. However, I've been told that the AI code that supported it was lost in one of the several moves of the code base.
An excerpt:
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Greater interaction with NPCs
The NPCs of Haven will be unlike those on the regular shard. Each one will be scripted with responses more appropriate to new players. Although fiction and feel is a concern, teaching will be the biggest thrust of the new NPCs. Thus, these NPCs will actually give players commands such as “USE [DBL-CLICK ON] the hammer while standing near the forge and anvil.” These new NPCs will be friendlier and will speak directly to the players. Thus new players will not be confused by conversations with other new players.
New NPCs will:
· Use clear phrases that may break fiction, but will be able to be understood by newer players.
· Will be able to give clear directions to hotspots. (Blacksmith can tell players how to get to the bakery.)
· Will be able to locate the nearest companion.
· Will have all materials necessary for new players to learn skills, but will not give them more than they need.
· Will understand important catchphrases:
How + make + armor = “To make metal armor you will need to have metal ingots, a hammer…”
Learning to use skills and tools of the trade
Learning to use skills will be the main thrust of Haven. Therefore, a two-pronged approach will be used: NPCs, and companions. Below is a listing of skills and the locations where those skills will be taught by NPCs.
NPC tutorial scripts will have to be written for each skill to be taught.
Besides learning basic skills of their character, players will also be taught how to:
Access their account at the bank. (9)
Use a ship at the dock. (17)
Tools and materials will be provided by the NPCs, or the companions will have access to them. Either way, the players will never have to worry about not having what they need to learn their skills. However, the players will be able to garner all necessary material in the way they normally would.
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Renaissance was meant to be the sort of guided experience required now by online games. And, as I read it, it might have been good for then but insufficient for now.
Were it up to me, I would have redone the new player experience instead of creating Time of Legends. Graphics aren't the issue, complexity isn't either. Accessibility is.