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Developer
Chat: Volume 2
New Player Experience
By - Tom "Evocare" Chilton
One of the most significant challenges facing Ultima Online
since its release has been the new player experience. Initially,
the vast majority of new players were hardcore gamers with
enough game playing experience to have developed good instincts
which enabled them to make the right choices within the
relatively unscripted new player journey into the game.
However, as the audience for massively-multiplayer online
role-playing games has expanded outside the hardcore gamer
segment, the new player experience has become much more
of a stumbling block for the less experienced gamer entering
this genre.
As Ultima Online becomes increasingly popular within the
casual gamer and PC gamer segments, our greatest challenge
lies in keeping these new entrants enchanted enough throughout
their new player experience to continue playing the game
beyond the initial stages, thus increasing the likelihood
that they become thriving members of our community.
In order to gain insight into the new player's challenges,
we focused our exit survey research on why players left.
Specifically, we focused on those players leaving early
within the first month of play. We quickly realized that
we were losing most of our new players within the first
three play sessions due to a lack of clearly defined goals
upon entry.
There were too many choices to make without enough information
on which to base decisions and a lack of early "wins"
to keep them motivated to continue exploring the world.
All of this was driven by the player's inability to move
through the world by successfully navigating our user-interface.
Therefore, our ability to attract and retain new players
was clearly hinged on our ability to make it easy and fun
for players to enter the game, navigate through the world
and score some "goodies." And, this had to occur
within the first three visits -- or else!
When we began to dissect our new player experience and view
it as a series of basic steps and experiences, we quickly
identified several elements ripe for enhancement. The approach
of dropping players into the world and expecting them to
know how to (or want to) immediately create their own entertaining
experiences within the game world simply did not work for
the majority of new players. However, the issue becomes
more complex in light of the fact that games such as Ultima
Online are geared to provide a multitude of different ways
to play the game -- all of which are determined by the player.
This is what creates the open-ended style of play and ultimately
provides the depth of the game allowing for the long-term
lifecycle of these games.
The challenge, then, was to create more of a single-player
game driven experience that would be more fun and comfortable
to the new player. We opted for a solution that eases the
transition between the single-player mindset and the massively-multiplayer
mindset by creating a highly directed experience that starts
when players first enter the game world. This is accomplished
using tangible quests and goals much like you'd find in
a single-player RPG and progressively evolves into a more
broad and open-ended set of options. This "directed"
experience incorporates adventure, early "wins"
and rewards along the way and ensures that, above all, those
first few sessions are fun and create the desire to continue
further into the game!
Another issue to be addressed was the need to make Ultima
Online easier to play by simplifying the user-interface
and providing useful in-game help for common points of confusion.
Originally, UO's interface was geared toward immersing the
player in the game world as thoroughly as possible. In and
of itself, immersion is certainly a desirable component.
Unfortunately, its side effects included a number of interfaces
that proved unintuitive for the casual gamer.
Among these was the "speech trigger" interface,
whereby players can trigger game events by saying the right
things under the right circumstances to then initiate specific
results or events to occur. For example, a player could
approach a banker non-player character (NPC) and upon saying
the word "bank" their bank box (private secure
storage area that every character has in-game) would open.
Although no single instance of a speech trigger posed a
significant problem, the sheer volume of speech triggers
that a player was required to know added significantly to
the overall learning curve of the new player.
In order to solve this problem, we have introduced user-intuitive
menus, not unlike the drop-down type menus found in many
software programs popular today. Anytime a player clicks
on an object, these menus list each option available to
the player via the object or character on which they have
clicked (any NPC, player or dynamic item). As a result,
the player need only remember how to click on an object
in order to find out how to interact with it. This allows
players to get immersed in the "game" experience
and not focus on learning game mechanics.
In addition to the measures taken above, we wanted to ensure
that the entire new player experience was as fun as we could
make it from the moment the player enters the world. So,
through a combination of focus groups, surveys and informal
discussions with new and veteran players along with our
own observations we realized that the more traditional type
of tutorial, which we had integrated into our Renaissance
version of the game, was not engaging and did not give players
a compelling taste of what the game had to offer. It failed
to draw players in and excite them enough to become a part
of the experience that is Ultima Online. It also did not
integrate players with other live players, which comprises
much of the fun of a massively-multiplayer game world.
In order to enhance the new player training with the intrigue
and excitement of the world itself, we completely eliminated
the old tutorial and replaced it with a new player quest
intended to introduce players to our beautiful fantasy world,
its inhabitants and adventures while teaching them how to
function in that world. This learning component is completely
embedded within the fun and challenge of the activities
themselves and the drive to meet the next new goal.
In addition, we're integrating some of the exciting new
monsters concepted by Todd McFarlane into the experience
in order to create a link between the fiction our new players
experience and the fictional scenarios our veterans are
participating in at any given point in time. Hopefully,
these measures will culminate in a greatly improved play
experience for our new players and veterans alike. Hopefully,
it also creates for our new players the level of excitement
from the very start that characterizes Ultima Online throughout
and is so much a part of our long-term success.
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