Diving into varying opinions on the topic of progression I felt that there was much information out there to be shared to the players, specially to the players not following the game closely on the forums. Discussing about this, while many of the features (Objectives, feats and contracts are not out, and I suppose many tooltips and pieces of advice for players) are not out, may seem like a stretch, but I just wanted to get this out there.
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Progression shouldn’t feel so fast, you burn out through the game and reach the end of it so fast (not that Boundless really has an end game to it, seeing as it’s a sandbox game with tons of choices), nor should it be so slow, you don’t feel compelled to make the walk, burning out the first steps of excitement and just arriving at boring grind fests.
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Introduce some sort of way to test out the different tools such as grappling hooks and chisels earlier on that copper, maybe make counterparts of stone, that way they don’t feel locked behind either acquiring knowledge of shops or the many skills required for them, missing out on two the tools that make the game different (those two make me finally buy the game, with portals also). The only con I can see, is that they’ll find stone grapples and chisels to be underwhelming, sometimes misguiding them.
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Further explain skills, be it through tool tips or by player created books that one player could find, eliminating the need to rely on outside sites, making the experience more immersive.
There’s a general feel with any new game, excitement for trying out things, maturing into the game and looking to achieve something. So my idea of how a general character should progress is this:
- Get introduced to the game mechanics step by step, be something quick that should take around 30 minutes.
- Get send to the world, where he’ll play and level up, most players would feel accomplished when getting into the first big step, copper, where you’ll be able to use the tools completely. (I know how copper was turned into a different skill, making it more accessible early on)
- That’s where you spread and many players will take a “class” and choose their own style, when do most players feel accomplished? Who knows?
- Keep grinding after goals such as capital city, mastering your “class”, killing titans, etc.
The most important point to me, is how do we keep the game interesting? When 1.0 comes most players from the current ones will look into having at least copper to be able to grapple and chisel. I deem those at something at least every player should have access too.
I have genuine concerns about keeping players interested. And your ideas and opinions on how progression feels would be reassuring, even knowing that the game still has much more to show in that regard.