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Hey Obsidian, you should create a "tutorial trailer" when the game is closer to release

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I mean something like this:

 

 

This sort of thing is really effective for showing players a game's variety and depth.

That doesn't look so bad. Almost at the level of a Russian shovelware.

The ending of the words is ALMSIVI.

WL2 looks pretty fantastic and that is coming from someone who had huge doubts about it. I didn't even throw money at its KS despite liking Fargo/FO.

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

this would definitely help.

+1

VERY much looking forward to the final release of WL2!

 

A similar video would be nice for PoE, but in reality, it's not nearly as necessary as it is for WL2. PoE has the no bad builds concept to protect players, whereas you can definitely go wrong in WL2 when creating your party. You need to make sure that you have a healthy list of skills included somewhere in that group, and in order to get all of those you need to make sure that you're investing enough points in intellect to ensure that you can invest those points. WL2 feels very old school in this regard. I love that about the game.

"Now to find a home for my other staff."
My Project Eternity Interview with Adam Brennecke

  • Author

VERY much looking forward to the final release of WL2!

 

A similar video would be nice for PoE, but in reality, it's not nearly as necessary as it is for WL2. PoE has the no bad builds concept to protect players, whereas you can definitely go wrong in WL2 when creating your party. You need to make sure that you have a healthy list of skills included somewhere in that group, and in order to get all of those you need to make sure that you're investing enough points in intellect to ensure that you can invest those points. WL2 feels very old school in this regard. I love that about the game.

 

The point of this kind of trailer isn't so much to prevent players from making mistakes. It's to demonstrate the depth of the system, and all the archetypes it can create.

Edited by Infinitron

I thought Divinity: Original Sin's launch trailer did a very good job of highlighting not so much the nuts and bolts of combat, but letting the player know that they were about to step into a very reactive game with a lot of systems to play around with.

I mean something like this:

 

 

This sort of thing is really effective for showing players a game's variety and depth.

Tutorials are usually the last thing done in any sort of design project.

  • Author

Therefore,

 

when the game is closer to release

 

Edited by Infinitron

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