Advice on Intro

MisterTorgue

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Ok so I am sorting my intro out properly this time round,

I have the story set out and the layout goes

[scroll Text of Brief History to Date]

[Offers 2 modes (Explorer mode (save anywhere)) or (True Explorer (save crystals only))]

[Then Intro into game where you come across an old ruin]

So my question is, should I put all the options when you hit new game so you select your mode, then it does the text intro, then goes to the map intro.

Or should it be text, options then map intro?

:)
 

EliteKilljoy

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I would go either options, text, then map OR text, map, then options.

To me it seems a little weird if you split up the intro with OOC options.
 

Wavelength

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Hey.  I do have a couple words of advice for you, but they might not be what you think.

If you can let the player play the first... 5% or so of your game after the intro before they make this game-altering decision, you'll be doing them a service.  The first couple minutes of this Extra Credits video explains why it's bad design to present a difficulty-affecting Game Option upon choosing 'New Game'.  You could even contextualize it once you're into the action, by letting the player choose between accepting an item from an NPC that will allow you to save anywhere, or letting the NPC keep it because she needs it more (just make sure it is very clear to the player what the consequences of this choice are).

Additionally, as much as I try to read, understand, and care about a scrolling text intro, I rarely understand what the narrator is talking about and I invariably can't bring myself to care.  Introduce the backstory more gradually after you've presented something interesting and momentous.
 

EternalShadow

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Good point, actually. The difficulty option could be presented to the player again after a few minutes, or upon a gameover.
 

bgillisp

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With Yanfly's System engine, you could let the player change on the fly by linking it to a switch which you can turn on or off with the system settings. Granted, it might seem 'odd' to change something like that on the fly, but it would prevent frustration. 
 

Nirwanda

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If the difficulty settings only change wheter you can save anywhere or not, wavelength probably has it right, while, if they actually make the game harder in other areas, I would do as bgillisp says and add the choice to the options menu. It's really frustrating when you choose a difficulty setting only to find out it's too easy or too hard and you're not enjoying yourself, so you have to restart the game to choose a different one.
 

MisterTorgue

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Wow such great feedback,

I will definitely have to put it in after the full intro I think, as you start in a ruin anyway so you get the feel for the save anywhere e.c.t.

I might create a Key Item, so you can change the settings round when you like, so if do find the crystals a bit to hard you can change it, then change it back.

Also the Scroll text is very small, its more just so you know whats happened to the point, who the main protagonist are, and how you will end up fitting into the whole story :)

Edit:

Alternatively, could have an NPC at your own village that allows you to change the settings (at a small cost / for a specific item) so you dont just keep switching
 
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bgillisp

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Edit:

Alternatively, could have an NPC at your own village that allows you to change the settings (at a small cost / for a specific item) so you dont just keep switching
That's not a bad idea. Maybe charge a small fee or free for the first switch (in case they change their mind after playing the game a little), then charge if they want to switch again?
 

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