(09-07-2023, 06:02 PM)Pine Needle Wrote: Yes, the tutorial game is essential.
I don't agree that the Tutorial is essential. It's certainly not why I have been playing the game, in recent weeks and months.
I recently tried the Tutorial game, again. Specifically, it was Game 5707. My understanding is that 90%+ of people drop the Tutorial after turn 1.
That said, I think that tutorials, generally speaking, can be beneficial. However, I am not persuaded that the current Tutorial is beneficial. It should probably be repurposed into something else.
(09-07-2023, 06:02 PM)Pine Needle Wrote: Then the duel game with someone who has a gentle hand. Mine was with Rellgar. Not so gentle... ha! But he was very helpful and instructive.
I tried my hand at the Duel game, again, very recently. Wookie Panz invited me to a Duel game. I picked Random Cities, and I think that didn't jive well with the map.
That aside, this is the Alamaze visual that greets newcomers to the Duel game:
I just don't see newcomers getting really excited about that map. Campaign Cartographer 3 (CC3) maps tend to be less visually impressive in small map format, from what I have seen of them over the years. This particular one has a very dated look to it.
Looking at the text on it, it also appears to have been increased in size from a low resolution copy. The place name labels are all straight horizontal text bits - utterly lacking in the imagination department. And looking at the text in the lower left, where it says
Scale in Miles, its legibility is impaired.
It's not a crisp, sharp looking map. And it isn't big enough for the eyes to get drawn into it. Visually, it's fair small and simple. Not much in the way of gradual visual transitions from one terrain type to another. It looks hurried, and it looks very much like a map that was created for a game, rather than a map that was created for a place (aka the fantasy realm of Alamaze).
And those holdover Roman legion units from Fall of Rome do not suit the flavor or the setting of a fantasy wargame. One generic set of military units for all fantasy kingdoms. No lizards for lizards, nor dwarves for dwarves, nor demons for demon princes, etc.. The map that players "play upon" is arguably the single greatest visual opportunity for a game such as Alamaze, and here, this Centauria map just doesn't cut the visual mustard. If people were to go looking for their favorite fantasy map, I seriously doubt that anyone would come back with this one.
All that said, I do think that the Duel game in its current form can be repurposed into something else. Does anyone ever get tired of waiting for 12-player games of Alamaze to fill? Smaller games of Alamaze are needed, also (smaller number of players, not a smaller map). At times, a change of pace might be nice. But a smaller map makes the game feel more cramped (to me it does, anyway). The small size of this map doesn't leave much in the way to expand. In a battle between opposing kingdoms, small maps tend to be harder to generate an epic feel from. Is there even room to run away to fight another day?
To me, and this is just my opinion of one, small maps might be better suited for particular scenarios - such as the siege of Venarium. Or perhaps campaigns made of of different scenarios, sort of like one encounters in single player versions of the Warcraft and Starcraft games.
If Alamaze aspires to be a truly epic game, then do the current maps and population center icons provide the foundational base, visually, for it to achieve that? The game play of Alamaze, itself, sparks within me more of a grand feel than what my eyes are seeing as they look at the screen and dart about the map. The text in the Tutorial is horrible. It evinces boring, ho hum, virtually anything but grand or epic. How epic is it going to feel, if most people don't even bother to finish the Tutorial, of those that even try the game, at all?
And if they don't finish that Tutorial, are they going to then try the full monty that the game provides?
And if the Tutorial doesn't get the job done (it's job), then that means that you either replace it with other tutorial(s) (maybe more than one, maybe just a better one), or you go beyond even the Mentor approach - and over-invest in persuading and cajoling and tempting a select sub-set of potentially interested gamers. What you're selling is an experience, more so than just a game. That approach is a manpower-intensive approach, a rather time-consuming approach, but is has to be (or should be, I think) more than just mentors teaching the basics of the game. That, I think, might be one better path forward from where things are, right now.
(09-07-2023, 06:02 PM)Pine Needle Wrote: So when I relearned the game, it was the middle of Covid. I learned Alamaze while my cousin built a hydroponic weed farm in his basement and everyone else baked sourdough bread. It takes some time.
I would imagine that relearning the game had a foundation of some sort to build upon, and that much (or some) of it came back to you fairly quickly, compared to what a newcomer with absolutely no prior experience with the game would encounter and bring to the table.
Glad that you survived the whole Covid debacle! How is that hydroponic wed farm coming along? I have never made sourdough bread before, but I have a chicken pot pie in the oven, right now, that I made -
my second one, ever.
(09-07-2023, 06:02 PM)Pine Needle Wrote: Which is one reason I don't really like the new expansion. Sure, it might make the game more interesting for established, bored, players, but new players are like wha? The number of new companion brigades is ridiculous and many of them can be combined (Mephits and Sprites anyone? What is the difference there?) Gunpowder for one kingdom? Mithril? Just needlessly complex.
Perhaps, but I really don't think that newcomers are making it that far into the game, before they depart, so I don't think the new expansion is what is at the root of the under-population of the Alamaze player base.
(09-07-2023, 06:02 PM)Pine Needle Wrote: But one thing I do like that should be immensely helpful for new players are all the aids and rulebooks being updated. Now you don't need to scroll 100 posts to find the special ability of Ents. So there's some progress.
And where is it, if I may ask? I haven't been pondering Ents.