[Home] [Groups] - Message: [Prev in Group] [Next in Group]

nu.kanga.list.mud-dev

15570: Re: [MUD-Dev] Convincing Players to Read Documentation

[Full Header] [Plain Text]
From: KevinL <darius@bofh.net.au>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 01 Oct 2000 16:22:41 +1100
References: [1]
Organization: Kanga.Nu
>>> "Jon Morrow" wrote
> The question is, "How do we convince players to read the documentation?"
> Honestly, I don't know.  I make references to my help system several times
> throughout our guided tutorials in hopes of players following through them.
> But I don't feel this is sufficient.  Does anyone have other ideas?

Actually, there was one other thing I'd noticed - most games are including a 
"level one walkthrough" of some description, and often a "hint and tips/
strategy guide" type couple of pages.  That actually has application - write a 
"walkthrough" for your first town, explaining how to interact with the NPC's - 
sort of an extended mud school, but on paper.  Write a "hints and tips" 
section that answers most of the common "how do I get this guy to talk to me?" 
type questions.  _Don't_ call it a FAQ - that's the techie version - gamers 
understand hints'n'tips, they understand strategy guides, they understand 
walkthroughs - those things exist in every other game.

Oh, and Moebius currently records any command it gets sent that it doesn't 
understand, along with the room the player's in - and anything that's "looked" 
at that doesn't exist (so if players are typing "look window", we know to add 
a description for the window there).  Not that Moebius counts as a mud yet...

KevinL




_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev