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Setting a Learning Curve In MMOs

Ten Ton Hammer has an article looking at the learning curves of modern MMOs. Many of the more popular games, such as World of Warcraft, go to great lengths to make learning the game easy for new players. Others, such as EVE Online, have had success with a less forgiving introduction. But to what extent do the most fundamental game mechanics limit the more complex end-game play? "The current trend in MMOG's appears to be make the game so easy and interest-grabbing right out of the gate that even a person with the attention span of a monkey chewing on a flyswatter will be able to keep up and get into the swing of things. Depth of game mechanics is still possible with a system like this, but it needs to be introduced not only clearly, but later in the game, after a player has played enough to be hooked and is willing to put in some extra time to learn about the more intricate game mechanics available to them."

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  1. Link to results of a similar study by FinchWorld · · Score: 4, Informative
    --
    "I may be full of crap about this game, and I may be wrong, and that's fine." -Jack Thompson
  2. Keep trying... by StErroneous · · Score: 2, Informative

    Good for them. Too little, waaaay too late.

    EVE's population graph has been growing strongly since launch, and still is.

    When I play an MMOG, I like it to be at least *somewhat* social right from the start. That means, when I first log in on my first character I like to see at least one or two other people running around preferably right away, but definitely within the first hour or two. So tell me, how likely is that to be the case in Eve by now?

    Look at the window called Local and say "hi" - you'll be talking to everyone in your current starter solar system. If they ask for help, meet them outside station in their noobship, join their fleet and warp into the mission with them.

    When I pass through the starter systems (generally to pick up skill books) there'll be anything from five to thirty players in there, many are new pilots. Not only is EVE's population growing steadily, but EVE's PvE missioning system doesn't tier content into geographically remote zones in the same way. You'll find hardened mission runners running Level Four missions in the same systems as new guys running tutorials or Level 1s.

    You'll also find yourself subscribed to Help channels that are helpful, and a NPC starter corporation of a couple of hundred people - a mix of new pilots and bitter old hacks - to ask for advice.

    Right. So basically, in the end what it boils down to is if you *really* want to join the game and have fun now, you have to know someone already in the game with sufficient connections and resources to give you a good jump start.

    "Helps to" != "have to". Most corps recruit new "unknown" players, though they may be more cautious with their trust if there isn't someone to vouch for the new players.

    And, if you're in a bad spot, lose a few ships at the beginning and really need some cash to get you out of a spot, ask (nicely). The ISK that's vital to a new pilot is almost nothing to an old one, and pilots can be remarkably generous if you show that you're trying to help yourself.

    Or you could join Eve University - a thousand-strong neutral corporate with 60-120 players online 23x7, dedicated to helping players (new or old) make the most of the game and teach them the ropes.

    In the harshest MMO we find possibly the most largest single open-door philanthropic MMO organisation. Funny old world.