May be a less appealing option, but in the tutorial you could have an npc say “Hey look in the help section if you need to know anything else!” and said npc then tells them to esc > others > help and within are help pages on all sorts of topics - explorer ranks, weather, guides to town, the inns, housing centres, dungeon common traps, basic supplies etc etc etc.
You could even accept help pages as suggestions from the playerbase since they’re just png files of a certain dimension - I make help pages for my own TC guide even - it’s simple if a theme is picked.
Not that any of the info inside shouldn’t be contained in a tutorial but i do see a LOT of suggestions for content here. If EVERYTHING in this thread is put into one tutorial I think we’re gonna lose the players interest very quickly from how long and boring it would be unless you take pmd’s style of tutorial boxes when stuff occurs (first time you see weather a dungeon for example, that weather/all weather is explained) or really any style that doesn’t give you all of the info straight away.
On tutorial towns - The issues i see with it is 2 things:
-If you make a large town, people are 1. gonna get lost potentially and 2. just skip all the NPCs because they wanna play the game already.
-If you force people to speak to all NPCs it’s gonna get really boring. Personally, i don’t like being flooded with the knowledge of every single game mechanic straight away.
In general I prefer this idea to a huge scripted dungeon though because it’s way more interactive, fun, and provides a platform on which a lot of info can potentially be provided (as long as you’re careful not to flood a person with text).
On scripted dunegons -
-Same again, you have to be short. If it’s long people are gonna lose interest quickly, and imo, more so with a scripted dungeon than one that isn’t.
The tutorial for psmd infuriated me from how SLOW it was and the fact that 80% of the information was irrelevent to me as ive played every pmd game. If i wasn’t obsessed with pokemon and hadn’t paid £30 for that thing i’m not sure i would’ve even completed the tutorial before i quit the game. PMU is a free mmorpg, amongst many other games, if the tutorial is too long i’m just gonna quit and turn to other games instead because i don’t have commitment here to keep me playing from the point of me being a hypothetical newb.
-And on that note, spreading 1 tutorial across multiple dungeons/story sections is no different to having 1 gigantic tutorial if you don’t provide enough time and interaction between giant walls of text and scripted bits.
Giving people freedom works best - scripted dungeons like i’ve said above only work if they’re short because it’s basically like watching a movie where you have to press the enter button once every 5 minutes if they’re long (which is boring). If you do a chain of scripted stuff where the player has no choice of movement between them or very little break to do anything it’s just gonna feel exactly the same. (This is why my suggestion of beginner dungeons is mostly scripted scenes at the end of dungeons - they get the fun of doing the dungeon to make it bearable.).
In general i disapprove of the extended use of scripted dungeons - the tutorial we already have is already too long imo, and has some pretty pointless scripts that even as a newb i’d rather weren’t there. Imo, scripted dungeons need to cover the very basics - attacks, items, recruitment, and death - in a maximum of 10 boxes of text.
I think that’s the two main suggestions covered?
This is why I suggest having help pages. Yeah, people aren’t always gonna look, but if someone asks a Q on global people can be like “there’s a help page for that”, as well it gives information outside of the tutorial - perhaps to returning players who don’t want to make a new account/character - and gives the player the freedom to chose their own text walls, so to speak, essentially it doesn’t force a tonne of information down your throat unless you want it. Ofc, help pages + eg tutorial town would work best, as help pages alone WILL get ignored too much to be effective - it needs to be alongside some forced information.