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I think the best approach is to introduce new skills, concepts or controls slowly, if possible. For example, in Rune Factory (think: Harvest Moon RPG), the player, at the start, learns the basic controls with a brief guided, in-game tutorial. However, the many types of crafting are unlocked later, as are other game mechanics, such as Barehanded Combat in Rune Factory 3. Apparently, in that game, a golden Wooly (sheep) is a lethal Monk in disguise!
This gives players a good chance to become very familiar with the default capabilities and controls, before adding in new ones. And it minimizes the amount of in-game handholding required.
For our RPG Maker games, it's good to introduce new abilities or Status ailments/effects slowly for the same reason.
This gives players a good chance to become very familiar with the default capabilities and controls, before adding in new ones. And it minimizes the amount of in-game handholding required.
For our RPG Maker games, it's good to introduce new abilities or Status ailments/effects slowly for the same reason.
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