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How to Introduce the Player to New Mechanics in a Map?


Kan3

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I bet I'm not the only one struggling to find some way to let the player know of the existence of an "alien" game mechanic in doom.

Especially if you want to add a new one in not the first maps, but later in a bigger Wad.

I usually find the use of HUD messages a bit off, not really fitting Doom, but I happened to use them quite often cause I didn't find any other easy way to make a random player to identify something new.

Sometimes you're able to force the player to use you new mechanic cause it's enough intuitive, or maybe there's no other possible option left, or maybe you show it before (like if you let a monster trigger it etc.), but other times...

 

Here's my case for example: I just found out how to make switchable things and I want the player to know that he can, sometime "switch", for example a torch, lighting it up, to open/trigger something, but I think that it's a so foreign mechanic for doom, that I ended up adding a HUD message as a hint.

So, I'm asking you: What do you do to advice the player about your new in game mechanics?

Edited by Kan3

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Use a special room to teach the mechanics, maybe add a dead marine close to the switch and just make the player trink why he is stuck.

Worked for me in Sigil with the eyes.

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I would say narrow the possibilities in a situation so much that the player gets slightly stuck and stumbles into teaching themselves.

 

E.g. in this case, since using decorations directly is unusal, perhaps have them jump down into a nondescript, dead-end corridor that tapers to a point where the torch is, slightly recessed. They'll try humping the torch recess in pretty short order. After they've seen the torch light up and open a way out, you could lock progress in the next area until they try a free standing torch and after that you can use them in every situation.

 

Mind you, I just remembered that Map22 the catacombs starts with a secret opened by using a torch, so this isn't completely without precedent.

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1 hour ago, holaareola said:

I would say narrow the possibilities in a situation so much that the player gets slightly stuck and stumbles into teaching themselves.

 

E.g. in this case, since using decorations directly is unusal, perhaps have them jump down into a nondescript, dead-end corridor that tapers to a point where the torch is, slightly recessed. They'll try humping the torch recess in pretty short order. After they've seen the torch light up and open a way out, you could lock progress in the next area until they try a free standing torch and after that you can use them in every situation.

 

Mind you, I just remembered that Map22 the catacombs starts with a secret opened by using a torch, so this isn't completely without precedent.

 

I like that. I've read that its a good idea to train players with situations that flatly require utilizing the new mechanic or thing to progress but there is a danger in doing this with fan made wads as the player may have no reason to think that the wad is functional/finished and may be discouraged. Your suggestion kinda splits the difference. 

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5 hours ago, holaareola said:

E.g. in this case, since using decorations directly is unusal, perhaps have them jump down into a nondescript, dead-end corridor that tapers to a point where the torch is, slightly recessed. 

 

5 hours ago, D4NUK1 said:

Use a special room to teach the mechanics, maybe add a dead marine close to the switch and just make the player trink why he is stuck.

Worked for me in Sigil with the eyes.

Thanks for the advice! I was struggling especially cause, in the map I'm working on, I couldn't see a clean way to apply something similar to a dead-end room, even because I would use this mechanic for secrets only (maybe).
Fortunately I found a way to put into practice these tips in the final room of the map before and it should fit perfectly fine.

 

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there is a danger in doing this with fan made wads as the player may have no reason to think that the wad is functional/finished and may be discouraged

That's exactly what worried me, even because I sometime test new wads on this forum and I'd probably think the same if not specified properly

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1 hour ago, Kan3 said:

 

That's exactly what worried me, even because I sometime test new wads on this forum and I'd probably think the same if not specified properly

You could mention it in the wads description. I also remember somewhere where a wad had a manual attached to the main menu. I don't know how to do that though.

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Show the player a torch lighting in a non-interactive way before they get to this area. Make it clear that torches can and will be lit up. Then drop them into a small area where they are forced to perform the act in a very simple scenario. Create more difficult scenarios outside of this area once they learn the mechanic. This is the tried and true zelda method

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I would check out Map 1 of Sigil, Map 3 of scythe 2 (kind of), and Map 1 Epic 2.  All of these initally lock the player in an area with no means of progression, but through that make it eventually clear what they are supposed to be doing.

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8 hours ago, Nihlith said:

You could mention it in the wads description. I also remember somewhere where a wad had a manual attached to the main menu. I don't know how to do that though.

I was thinking about it, but I haven't something "game changing", just some breakable walls and switchable decoration and more than that, I feel like it ruins the "experience" writing too much, but maybe some sort of tip in the description would be nice and helpful.

 

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Show the player a torch lighting in a non-interactive way before they get to this area.

That's probably what will help even more, thank you

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I tend to lock the player in a small simple area with no or few distractions and the only way out is to figure out how to use the new gizmo. Eg. want to make sure the player knows a barrel can blow up a wall? Drop him in a small simple holding pen and a single barrel near a wall. Eventually the player will shoot the barrel and discover the way out.

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I like the "don't tell, show instead" kind of approach...

 

Dobu had a map in "Joy of mapping 5" that did exactly that, and it was easy enough to put the pieces together after seeing everything in action without any threat...

 

 For your torches, put player in a room, have all torches but one lit, or give one of the torches a different colour... Now the player knows that interacting with torches is possible - and perhaps even required...

 

HUD messages are alright if there is no way to show something, but with everything that can be scripted to illustrate something in mind, it might be possible to view it as a last resort...

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