A new player's experience with TOME4
Posted: Thu Dec 29, 2011 8:00 am
After making my presence known when playing this evening I was asked to post on the forums why I started playing TOME and any recommendations I had for drawing in new players. So here I am.
I started playing roguelikes (Nethack to be exact) when I was about 11, and at that age, I had both the time and patience to learn the extremely complex UIs involved with most Roguelikes of that day, as well as hours to spend creating new characters and dying over and over again. I learned (and, well, not mastered, but, "became adept at") Nethack, Angband (and a good dozen variants), ADOM, Omega, and of course, Rogue. After playing them all on and off for a few weeks at a time, I settled on ADOM, which quickly became my favorite game. (I've clocked nearly a thousand hours playing it in the past 11 years, I'd estimate) Over the years as I got busier and less patient with massive learning curves, I found I kept having the same experience with roguelikes:
1) I'd hear about some great new roguelike and get really excited.
2) I'd download said roguelike.
3) I'd spend 17 hours trying to remember 270 different commands (like the exact 14 step process to wear a half-mithril/half gold ring of +15% wind damage against orcs wearing teal tutus on your right pinky finger with the diamond mount facing due NNW when the character's arm is resting...)
4a) I'd give up in disgust and say "I'll figure it out later" (and never play it again) or;
4b) I'd play it and find the game is still very alpha and buggy, but the creator swears he'll develop it more as soon as he has some free time...
Needless to say, around 2005 or so I almost stopped playing new roguelikes altogether - DoomRL was the last one to really drag me in. More traditional RPGs, Dragon Age, for example, may not be as in depth or as fun as roguelikes can be... on the other hand, I was completely absorbed in Dragon Age within 10 minutes of installing, and had a pretty good time playing it, and it didn't take much effort on my part to get into it. When you work 60 hours a week, that's pretty important.
Anyway, for the past year or so, while I've been monitoring the progress of JADE, I kept on hearing TOME4 being heralded as the great new "epic" roguelike to rival even ADOM or Nethack or Angband. And I wanted to play it, very much, but I could never find the time for what I assumed would be a week long (at least) orgy of masochism and frustration before I got the swing of things. But I was home for Christmas, and on leave, and bored, so I gritted my teeth and downloaded TOME4...
And I started it up...
And within 10 minutes I was gleefully hacking away at trolls, discovering treasure and the notes of an unfortunate adventurer who had gone before me. I was actually having fun. The keybindings and skill system are as simple as, say, Torchlight, but don't feel restrictive at all in the way Torchlight feels small and restrictive. I killed some big troll, and then sold a lot of loot in town, and then got halfway through some ancient ruin before saving for the night and posting this. I can see, just from the weapon prefixes and the skills and the notes and the vague murmurings of people on the built in IRC channel (cool idea btw), that the game is almost infinitely larger than the tiny bit I've tasted. But the thing is, *I don't care.* I don't feel overwhelmed. I don't feel the need to go online and spend 20 hours reading through some wiki trying to figure the game out. I don't feel as if I won't be able to sleep until I visit every place and figure out every game mechanic. I feel that my current understanding of the game is sufficient to get me through my current adventure - and that my understanding is growing at about the same rate as the difficulty is increasing. In other words, TOME4 is a roguelike that is actually designed to be easy to play, which is almost a revolutionary concept for me.
So, things that could help draw new players in:
- Play up the fact that it's really easy and intuitive to get into. A lot of times I've seen TOME mentioned, what's mentioned is the epic scale, length and complexity, which in roguelikes usually means it's also obscenely hard for a new user to start without reading 300 pages of wiki entries beforehand. (I'm probably one of the last people to have learned Nethack from scratch) The fact that the UI is both pretty *and* functional is a huge plus - other than DCSS (which I dislike for other reasons), it's the only tile set I've seen that I've liked. (never bothered with DF, though I hear that has tiles too)
- Play up the fact it has actual quests, and towns, and NPCs, and journal entries, and a real story. In many ways TOME feels like an old school, Ultima/Gold Box style game, but with a roguelike rule set. I loved those old games as a kid, and I think the biggest draw of ADOM for me was I felt like I was doing something more than just killing random bosses in random dungeons. I like the fact that the quests are more than just "kill 14 hobgoblins on level 47" or something like that, too.
- Perhaps play down the relation to earlier versions of TOME, and especially Angband. TBH, until I played it, I thought it was basically another glorified *band. (I've played dozens of them and liked none of them, except Zangband)
I'll continue to play, though I doubt I'll post here much. I already have more forums I post on that I can allocate time to read.
Just wanted to say I really love the game and what you've done with it, and I hope to have a lot of fun with it over the next few years.
I started playing roguelikes (Nethack to be exact) when I was about 11, and at that age, I had both the time and patience to learn the extremely complex UIs involved with most Roguelikes of that day, as well as hours to spend creating new characters and dying over and over again. I learned (and, well, not mastered, but, "became adept at") Nethack, Angband (and a good dozen variants), ADOM, Omega, and of course, Rogue. After playing them all on and off for a few weeks at a time, I settled on ADOM, which quickly became my favorite game. (I've clocked nearly a thousand hours playing it in the past 11 years, I'd estimate) Over the years as I got busier and less patient with massive learning curves, I found I kept having the same experience with roguelikes:
1) I'd hear about some great new roguelike and get really excited.
2) I'd download said roguelike.
3) I'd spend 17 hours trying to remember 270 different commands (like the exact 14 step process to wear a half-mithril/half gold ring of +15% wind damage against orcs wearing teal tutus on your right pinky finger with the diamond mount facing due NNW when the character's arm is resting...)
4a) I'd give up in disgust and say "I'll figure it out later" (and never play it again) or;
4b) I'd play it and find the game is still very alpha and buggy, but the creator swears he'll develop it more as soon as he has some free time...
Needless to say, around 2005 or so I almost stopped playing new roguelikes altogether - DoomRL was the last one to really drag me in. More traditional RPGs, Dragon Age, for example, may not be as in depth or as fun as roguelikes can be... on the other hand, I was completely absorbed in Dragon Age within 10 minutes of installing, and had a pretty good time playing it, and it didn't take much effort on my part to get into it. When you work 60 hours a week, that's pretty important.
Anyway, for the past year or so, while I've been monitoring the progress of JADE, I kept on hearing TOME4 being heralded as the great new "epic" roguelike to rival even ADOM or Nethack or Angband. And I wanted to play it, very much, but I could never find the time for what I assumed would be a week long (at least) orgy of masochism and frustration before I got the swing of things. But I was home for Christmas, and on leave, and bored, so I gritted my teeth and downloaded TOME4...
And I started it up...
And within 10 minutes I was gleefully hacking away at trolls, discovering treasure and the notes of an unfortunate adventurer who had gone before me. I was actually having fun. The keybindings and skill system are as simple as, say, Torchlight, but don't feel restrictive at all in the way Torchlight feels small and restrictive. I killed some big troll, and then sold a lot of loot in town, and then got halfway through some ancient ruin before saving for the night and posting this. I can see, just from the weapon prefixes and the skills and the notes and the vague murmurings of people on the built in IRC channel (cool idea btw), that the game is almost infinitely larger than the tiny bit I've tasted. But the thing is, *I don't care.* I don't feel overwhelmed. I don't feel the need to go online and spend 20 hours reading through some wiki trying to figure the game out. I don't feel as if I won't be able to sleep until I visit every place and figure out every game mechanic. I feel that my current understanding of the game is sufficient to get me through my current adventure - and that my understanding is growing at about the same rate as the difficulty is increasing. In other words, TOME4 is a roguelike that is actually designed to be easy to play, which is almost a revolutionary concept for me.
So, things that could help draw new players in:
- Play up the fact that it's really easy and intuitive to get into. A lot of times I've seen TOME mentioned, what's mentioned is the epic scale, length and complexity, which in roguelikes usually means it's also obscenely hard for a new user to start without reading 300 pages of wiki entries beforehand. (I'm probably one of the last people to have learned Nethack from scratch) The fact that the UI is both pretty *and* functional is a huge plus - other than DCSS (which I dislike for other reasons), it's the only tile set I've seen that I've liked. (never bothered with DF, though I hear that has tiles too)
- Play up the fact it has actual quests, and towns, and NPCs, and journal entries, and a real story. In many ways TOME feels like an old school, Ultima/Gold Box style game, but with a roguelike rule set. I loved those old games as a kid, and I think the biggest draw of ADOM for me was I felt like I was doing something more than just killing random bosses in random dungeons. I like the fact that the quests are more than just "kill 14 hobgoblins on level 47" or something like that, too.
- Perhaps play down the relation to earlier versions of TOME, and especially Angband. TBH, until I played it, I thought it was basically another glorified *band. (I've played dozens of them and liked none of them, except Zangband)
I'll continue to play, though I doubt I'll post here much. I already have more forums I post on that I can allocate time to read.
