whitesphere

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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.
 
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Perversewolf

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this is why i like ffxiii lightning returns because it skips the tutorials on everything that you know and replaces it with the mechanics you don't know.

that makes it enjoyable for me.
 
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