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  1. Has anyone here played Bravely Default? I know JRPGs may not be the bag of some folks here, but it's a damn fine game for what it is, and there's one aspect of it I think PoE could learn from. The game teaches its mechanics not through one mandatory slog of a tutorial, but through a staggered group of fifty wholly optional "quests" that give very slight in-game rewards to you for completion. So, for example, it'll tell you that items may be hidden in unexpected areas in the gameworld, and then tells you to go to a certain building and find the item hidden there in order to "clear" the "quest." Do it, and you get not one, but two minimally useful items. Most of the "quests" are like that. I realize this probably sounds pretty annoying and intrusive, which is why I'm hoping for someone who has played the game to speak up, because this is anything but annoying or intrusive in practice. In fact, it's the opposite. People who engage with it are gently led through the ins and outs of the systems of their own volition and at their own speed. Those who know how to do everything already or want to learn on their own can simply ignore it, as the rewards are inevitably things you will have earned a jillion of before you ever complete the "quests." Most importantly, when the game starts, it starts. There's no "Now we're gonna show ya how ta walk, Marine!" tutorial section. You're just in the world and that's it. If you never pursue a single one of those "quests," then you don't. The game doesn't force you to be taught. Now, I realize PoE is a different sort of RPG for a different sort of player, and I'm not - I repeat, not, once more for the inattentive, NOT - suggesting that this system be transferred as is into PoE. I think it's safe to assume a certain degree of literacy with RPGs on the part of the player who pays like twenty bucks for this thing, so we can skip the "quests" that teach you how to equip weapons and explain what leveling up means. My idea is to take this basic idea, tie it to a certain early-game quest giver, and then have it be a checklist of advanced tactics you can go down at your liesure if you take the quest. So maybe there's a mad old veteran obsessed with tactics holed up in your stronghold, and he promises to give you a great reward (that ends up sucking) if you try all the tricks he wants you to try in your battles. Or maybe he's an author writing a book on tactics whose only problem is that he's terrified of actual combat, so he needs you to go and prove his assertions right. Or whatever. The point is for interested players to be guided through the ins and outs of the game's systems over the course of the game without feeling like they're being led by the nose, and for experienced players to be able to bypass the system entirely without feeling like they've missed something. Thoughts? Oh, and if anyone's played Bravely Default*, please do speak up. * - No, not the demo. The full game. The demo fails where the full game succeeds.
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