Welcome back to the Frontier Chronicles! Today we explore how we have improved the onboarding and tutorial systems of Fortune on the Frontier.
Getting Players Onboarded
Player onboarding became a key focus for us shortly after the release of the single player demo.
It was clear reading reviews that our control scheme was jarring for some players and that the ability to change it was hidden behind too many menus. The result was a player experience that spent too much time on initial fiddling with options, rather than jumping into the game.
To improve the experience, we front-loaded the movement selection (immersive or joystick), player setup (standing or sitting), and player height calibration to appear immediately after the initial load. This change will help players easily select their preferred options and start the adventure on the right foot.
We are always looking for opportunities to make our game more accessible to users with physical impairments. Please contact us if you are having trouble with the controls and we will work to assist you.
Adventurer Tutorial (VR)
A key challenge when showing FOTF at tradeshows was the opening tutorial. We had to ensure that any new players would be taken through the tutorial, without skipping past it by joining a multiplayer lobby prematurely.
We also couldn’t incorporate a tutorial into the multiplayer, as it significantly slowed the pace of the adventure with other players in the lobby. Waiting around for your friend to complete the tutorial is never fun but in a multiplayer lobby it is even worse.
From what we observed at tradeshows, the player needed to complete a tutorial that was brief and informative while still being in-world. We also needed to place it before any options to join multiplayer lobbies.
The tutorial now takes place as you journey to the Townsite for the first time. Here you are introduced to the controls of FOTF in a low stakes environment. You are shown how to move/climb, collect treasure, and unlock new areas of your Townsite. Once the tutorial is complete, you may start a single player game or join a multiplayer lobby. Alternatively, if you need to review tutorial instructions later you can access the instructions in the player menu.
We also simplified the opening menu so it is only used for player customization, adjusting options, and travelling to the townsite. There are a few easter eggs specific to Alberta here, so keep an eye out and see if you can spot them.
Fiend Tutorial (Smartphones)
A key theme of FOTF is maintaining an exciting pace and always driving the player forward. We never want players to feel like they are standing around and waiting for gameplay to happen. The same philosophy is true for the smartphone players, also called “Fiends”.
For players on smartphones (fiends), we developed a dynamic tutorial system that will provide helpful tips as the player takes control of each of the four animals. The fiends can join the same townsite as the adventurers as any of the four animals. They are free to explore the area and practice their abilities without consequence. Fiends can also enjoy terrifying the adventurers before the game begins.
To summarize, these improvements to onboarding and the tutorial systems serve the game’s need for fast-paced action. Both adventurers and fiends will quickly learn how to play and jump into adventures with the knowledge they need for victory.
Next Time
That’s all for now! Join us next time on The Frontier Chronicles to see all the new and exciting visuals in and around the King & Keegstra Mine, including the revamped lighting system.