

There's no incentive for me to finish the Frostval release when the first quest is completely luck-based. The notion of RNG adding 'challenge' just baffles me. What Got Your Attention?Įvery game plays differently but we want to know what game intros stuck with you, even if there's no way we could apply what they did to AQ3D.MAKING THE KEEPERS RANDOM WAS A BAD IDEA. If we can nail the intro, it'll give us a big reason to go back, re-write, re-do, and clean up our older areas like Heartwood, Livingstone Caverns, Doomwood and the Bone Cliffs. We can't afford some weird quest bug that we missed because we were on a tight deadline and didn't test enough. Remember when I said that we only have a few scant seconds to grab someone by the face and make them love AQ3D (or at least think it's fun/funny/interesting enough to come back to)? That means we have to make this slick, fun, and damn near perfect. One major improvement is now telling new players to follow the quest arrow which is a KEY element to the game's UI that we never tell you about in the current intro. You would be amazed how many people we handed the game to who just pointed the camera up and started spinning in circles. You get in and start swinging (or casting, or stabbing) well before you talk to ANYONE.įinally, we aim to give new players much better instruction to help them into the game. This has to do with the AQ3D main villain, Overlord Vane, and DEATH.Ī whole lot of AQ3D is about fighting monsters so getting right to the action is a really good move. We get you into a fight, right off the bat. You're immediately given a task that you can't complete in the intro. Next, we give you a reason to keep going. There's a lot less running and we condensed the dialogues into short, pithy scenes that will hopefully get a few chuckles and make you want to see what comes next. How The New Intro Will Be Betterįirst, it's much shorter. It doesn't pull you on or give the player a reason to join the world beyond the story they just completed. It's a great place to call it a night and close the game. Once you solve the issue and get to Battleon. it's a lot to take in for an intro and tuorial.Īnother huge issue is that it doesn't get you invested in the world. As much fun as it is to meet Twilly and save Gramps and Sally and learn about Guardians and meet Gaz and face down the hulking monster in the keep. One of the issues with the current intro is that it's just too bloody long. We work every day to improve this game and we don't plan on stopping. We know we'll never be perfect, but we'll always keep trying to get better. We would go back and make changes to the quest flow or dialogues or add some markers to let us know how many people were making it all the way through the tutorial to Battleon.īut that's OK. When we first built the current intro, we were missing a lot of functionalities that we later added to the game.

Getting things wrong is amazingly instructive, as long as you never quit trying to improve. Otherwise, they delete and move on to the next game and you're ghosted. As a mobile game dev, you only have about a minute and a half of gameplay to capture someone's attention enough for them to want to open your game a second time. There are more free-to-play games than you can shake a shark at and the number is increasing rapidly so it's very easy to get lost in the noise and lights. I mean Makes-P.T.-Look-Like-Care-A-Lot kinda' scary. The mobile market is a TERRIFYING place for developers. why do you build a new anything? It's usually because the old one doesn't work. We've already got an intro in AQ3D, so why spend valuable development time and resources on another? Well. Second (Or Third) Chance At A First Impression
