Bauxe wrote:
If we make new players feel like they are better than they are, when they realise they aren't, they are probably more likely to quit.
It's really the mentality of all "competitive" games.
Unless you're the top minute % of players, you're not considered anywhere near good. In league no one that knows will care unless you're higher than Diamond 1 50LP (Roughly as of now). The good news is that the vast majority of players don't know that, so you can get away with "only" being low Diamond and you'd be considered good. Even Gold/Platinum is considered a good milestone.
Same with osu!. You're not considered competitive (at least from what I know) until you're under #1,000. But there aren't any external milestones for the player. They have to set those themselves (and those can be easily torn down on the forums).
Anyway here are my thoughts (Long post incoming):
Context:Popular games have changed quite a bit over the years, and that affects the expectation of gamers.
When I was helping out some indie developers awhile back, one of their pet peeves was that a majority of gamers nowadays expect a lot of babying (at least in their genre). They had to implement tons of training wheels for new players so that they would have to explicitly learn everything before going off on their own, and if they tried to do anything creative with letting the player choose how to learn and explore, they were flooded with terrible reviews of confusion.
The point here is that players just have less incentive to invest themselves into a game on their own from the beginning, and usually have to be force-fed at the start before they'll head off on their own.
And osu! is a game that has nothing to do with force-feeding. The burden is on the player to search for maps he'd like to play, figure out the nuances of the game, improve himself.etc. I'm sure the majority of players that stick around probably are more self driven in improving at this game for whatever reason.
So I think the problem isn't osu! being unfriendly, but gamers expecting to do less initial investment.
Problems ...?:Is it worth peppy's (or others) time to set up training wheels in game? I think that depends on whether it'd make a difference worth the effort, and what the problem actually is.
How many players leave because of the music (1), community (2)(or lack of one), or actual difficulty (3)?
-If (1): It wouldn't be worth it because there's not much peppy could do. It's mostly what the community maps.
-If (2): There'd need to be a joint effort on peppy's end to provide more ways of friendly communication, and the community's end to not trash up the place.
-If (3): Most of the work would be on peppy to set up training wheels and/or other ways to mask the difficulty e.g. categorical rankings (divisions, visible milestones.etc).
Of course it's probably a combination of those.
Solutions ...?:There are indeed ways that peppy could try to hit all those points, and here are some of my ideas:
In regards to (1), he could make it easier to find maps of your taste and difficulty. Incorporating a system that could recommend you maps based on your previous plays would go a long way. Of course you'd have to search for your first maps, but it could be tuned to help out with that process in the beginning as well.
Tillerino's bot already does this in a way (
https://github.com/Tillerino/Tillerinobot/wiki). Adding language and genre settings in there could further that.
In regards to (2) and (3), he could add ways that make it easier for players of similar skill level (and language) to meet each other and play together.
+A matchmaking system that sets you up with a multiplayer (locked or unlocked?) room of people of similar ranking.
+A matchmaking duel system that sets you up with a similarly ranked opponent where you take turns picking maps and winning tournament/world-cup style. You could have a team matchmaking system as well.
-Rewards for the above duel system?
Final Thoughts:I don't think solutions have to appeal only to newbies. They don't have to be boring tutorials on how to do things. If you take a look at just the quick solution suggestions I threw out, they're all things that I wouldn't mind having myself.
Thoughts on this? If we can get some good discussion rolling we could even throw up a feature request topic with some good arguments and details, unless I'm being too optimistic here.
*Edit for clarity.