Accessabiility
Posted: Tue Sep 04, 2012 1:53 pm
My wife (finally) gave ToME a shot last night and it made me realize how inaccessible the game is for people that aren't used to the genre. While ToME is probably the *most* accessible roguelike, I think we still have a lot of work to do before it's easy for the average gamer to get into.
Little things like.. "How do I pick up stuff on the ground", "How do I talk to that guy with the bubble over his head", etc. etc.
So I think a couple of things should be done to improve upon this.
First of all we need to put together a basic helpfile. I think this could probably be organized through a lore type sub-menu and that many people could contribute to it. We'd want several headers for it and probably a very accessible (ie obvious) button in the UI shaped like a question mark or whatever to pull it up.
Specifically...
- Controls
- Game Concepts (tiering, stats, saving throws, the most common status effects should be covered here such as stun and confusion)
- Basic Play Strategies (corridor fighting, infusions and infusion saturation, keeping escape mechanisms handy, dealing with casters, etc)
- Spoilers (any spoilers or guides people want to write and contribute)
Second of all I think an ingame tutorial would be good (as in, during the campaign not one packaged with the module). Most modern games try to teach players the basics until they've done them. So in the pick up item example above.
Wife walks over item. Flyer pops out (press 'g' to pick up objects). Wife presses 'g'. Game flags this tutorial as complete and doesn't bug her about it again on this character.
Wife picks up object. Flyer pops out (press 'w' to wear equipment). Wife presses 'w'. Dialogue pops up giving a quick explanation of how to compare gear, equip it using the various menus, etc. Wife wears an object. Game flags this tutorial as complete and doesn't bug her about it again on this character.
And so on and so forth.
Of course, we'd want a game option to turn off tutorials completely. So veterans aren't bothered by them every time they start a new character. But I would prefer to see the 'done' flags tied to the character rather than the account. So if someone doesn't play for awhile they can get a refresher course.
Thoughts?
Any feedback on things you guys struggled with when you first were learning? This is thread for it and the time for it. So let's hear what you guys think could make the game more accessible if you tried to get a non-roguelike player into it.
Little things like.. "How do I pick up stuff on the ground", "How do I talk to that guy with the bubble over his head", etc. etc.
So I think a couple of things should be done to improve upon this.
First of all we need to put together a basic helpfile. I think this could probably be organized through a lore type sub-menu and that many people could contribute to it. We'd want several headers for it and probably a very accessible (ie obvious) button in the UI shaped like a question mark or whatever to pull it up.
Specifically...
- Controls
- Game Concepts (tiering, stats, saving throws, the most common status effects should be covered here such as stun and confusion)
- Basic Play Strategies (corridor fighting, infusions and infusion saturation, keeping escape mechanisms handy, dealing with casters, etc)
- Spoilers (any spoilers or guides people want to write and contribute)
Second of all I think an ingame tutorial would be good (as in, during the campaign not one packaged with the module). Most modern games try to teach players the basics until they've done them. So in the pick up item example above.
Wife walks over item. Flyer pops out (press 'g' to pick up objects). Wife presses 'g'. Game flags this tutorial as complete and doesn't bug her about it again on this character.
Wife picks up object. Flyer pops out (press 'w' to wear equipment). Wife presses 'w'. Dialogue pops up giving a quick explanation of how to compare gear, equip it using the various menus, etc. Wife wears an object. Game flags this tutorial as complete and doesn't bug her about it again on this character.
And so on and so forth.
Of course, we'd want a game option to turn off tutorials completely. So veterans aren't bothered by them every time they start a new character. But I would prefer to see the 'done' flags tied to the character rather than the account. So if someone doesn't play for awhile they can get a refresher course.
Thoughts?
Any feedback on things you guys struggled with when you first were learning? This is thread for it and the time for it. So let's hear what you guys think could make the game more accessible if you tried to get a non-roguelike player into it.