Tutorial Suggestions and Player Retention Suggestions
I'm gonna start with suggestions for a better tutorial. The current one is lacking and really doesn't teach players A LOT about the game. I can tell you though that most people don't even play the tutorial. I feel like in a game like this it has a lot of quirks that people aren't used to at all.
- More incentive to play the tutorial. Maybe a skin or something, but I would suggest a pop up that opens whenever you launch the game and haven't completed the tutorial.
- A tutorial that starts on Riverside and has you capture a briefcase on Intruder side by going through the vents and capturing bottom floor case. This would probably require AI or at least models that can be shot, ragdolled and killed.
- You go through the vents, disable some sensors and C4 and then place some of your own. Something walks over it and you kill them. You take the case and go through the water or the garden. Give them a choice so they realize that you can take multiple different paths and just maybe have some arrows guiding them.
- I suggest vents because its a simple and relatively safe place to go through for the most part and it makes it obvious that you can take different paths to get somewhere It also helps that you aren't going out the same way you came in.
- The door out of server room should be locked. They should be told to pick up the shotgun so they know that they can pick up weapons as well.
- They could also play another round where they get the sniper code and sniper maybe?
Now onto player retention. I mean keeping new players and getting new people active and playing the game. According to steam charts the game peaked to about 1,402 players when the sale came and right now it's at 70, but it is off hours as I am making this. There are usually around 300 players during peak hours, which is better than the previous 30 players, but it could be improved. The game lost a lot of players. A lot of these people have left steam reviews and I will focus their criticism here and give some suggestions of my own.
Even Asper29 had criticism on player retention saying: "it's only spiked because of the sale it's happened many times before and it always ends up dying again" referring to the spike in players recently.
- Reward teamwork. Now I'll admit I don't know how to do this. Maybe some other people can reply with their suggestions on this part, but I know some people had issues with the game being less about teamwork and being tactical and they felt it was more about running in a shooting people. One point on reviews that I agree with was that both teams start with fully automatic non suppressed SMGs that have plenty of reserve ammo "with plenty of reserve ammo so shooting your way into every room is the easiest way to win" as someone put in a review. I agree with this. Less ammo for the SMG means less spam and and a weapon that is to be used in the most dangerous situations.
- To support the above point I would suggest something else. Ammo rework. The way ammo works is any bullets left in a mag would go into your reserve. I would suggest making it so that the mag is discarded, left on the ground, along with the ammo which would not go into your reserve, but instead be wasted in a more realistic way that makes people use ammo more sparingly.
- In a review from Leekster who apparently bought the game in 2014 he mentions a lack of content. His review really makes a lot of points and I will link it at the bottom. In summary however he talks about how after playing the game for years nothing really changes because of a lack of content after six years. He says that when you're new the sandbox is great and huge, but it's lacking for long term replayability. One point that stands out to me is " Calls for new weapons, maps, and gadgets have been constant over the years. Instead, superfluous systems have been pursued like ranks and skins that don’t add anything meaningful to the game." I can personally vouch for the point that the sandbox gets less fun after a while as when I started playing I did nothing, but have fun and laugh. Now its still a lot of fun, but not as fun.
- Leekster also mentions that there are a lot of old players that just stopped playing because they have "wrung all they can from this game."
In summary though a sandbox needs a lot of content and I understand it would be difficult with a single developer, but it is proven by the stats and voices of the players. Clor if you read this don't let criticism demotivate you let it drive you. I think you already know this though.
Either way I personally love this game and want to see it strive. That's why I'm making this in the first place. I have made 5 friends buy the game and taught them how to play it. I will continue playing this game and making suggestions as I think of them.
https://steamcommunity.com/id/leekster/recommended/518150/ Leekster's review.