It's mnemonic enough, and would make sense in a command line interface. The text area where all this appears is, however, small and off to the side, away from the center of attention, which is the playing field and specifically the icon representing the player character. Important information such as which button to push in the case where there is one correct alternative and ~100 wrong ones shouldn't be hidden in small print in a corner. Especially not in an action game like Crossfire is. I don't see why this can't be done like the class selection later on.Leaf wrote: d = done
n = next (as in display the next character race option in line)
That text suggests that you can lose your inventory while offline... Also, if I remember correctly that information comes from an inconspicuous character standing in a corner and that you have to prompt for that information. In a tutorial you're expecting to be guided along. In fact, getting information about beds to reality from that character is on a level of complexity on par with some of the quests I've seen in the game, which is bad news both for the tutorial map and those quests!Leaf wrote: From the tutorial map:
A bed to reality is the way you quit the Crossfire world.
A bed to reality is the way you quit the Crossfire world to get back to your real life. While you are in real life, your character is asleep. Nothing can happen to it, but beware of losing your items!
And once again, important, game-critical information isn't to be hidden away in a corner. We're talking about beginners here. Many of which have probably not played a text-based MUD in their life.
If a character in a game has something important to say in a tutorial section of a game they usually have a strong visual cue to indicate it - such as an explanation mark over their head, or an animation of some sort. I would have the character animate and then speak to the player without being prompted, or something like that.
I think you're being unfair. Tutorial maps are as effective as you make them. Other games can do it; some more, some less well, but almost all of them manage to teach you the basic concepts of the game without having you give up halfway through because it's too damn awkward.Leaf wrote: See above. It would seem tutorial maps are not very effective. Sadly, same with online documentation. Seems the only method that works is to have some one stand over their shoulder and answer all their questions and tell them how to play.
I think it's time to throw the existing character creation / tutorial map out, think the entire thing over, and come up with something that works.
Dialog boxes would be quite useful in the case of this map, and some other situations too.