Skip to main content

· Quests

Starting zone and quest onboarding

The preferred starting experience for Scars of Honor combines mechanical onboarding with gradual narrative recognition. Early play should teach the basics clearly while also establishing that the world exists independently of the player.

Beginning as an ordinary adventurer

A strong opening is described as one in which the player does not begin as the immediate savior of the world. Instead, the character starts as someone relatively unimportant within a larger setting.

This approach is intended to make later recognition meaningful. If the player earns status over time through actions and service, importance feels deserved rather than automatically granted.

Layered tutorial structure

The mechanical side of the starting experience is described as a sequence of simple lessons that are later combined. The game first teaches individual actions such as moving, jumping, speaking to an NPC, or attacking an enemy.

After that, the tutorial should begin stacking those actions together in more demanding situations. Examples include moving while attacking, or jumping while under pressure. This layered structure helps players understand not only what each input does, but how the systems work together during actual play.

Early quest progression and recognition

Quest progression is expected to begin with modest tasks rather than immediate epic responsibility. Helping with small errands or local problems can lead to recognition from more important NPCs, who then direct the player toward larger responsibilities.

This creates a sense of earned reputation. The player contributes to the world in small but relevant ways, and the story escalates from there.

Guided freedom in the opening world

The starting area should encourage players toward a useful path without completely removing freedom. The world can direct players toward a bridge, town, or intended route, while still allowing them to explore off the path if they choose.

This balance between guidance and openness is treated as important for early MMO design. The game should suggest where to go next, but not feel overly restrictive.

Source

  • Recording: What your MMO needs according to @JoshStrifeHayes | Scars of Honor
  • YouTube: Watch on YouTube
  • Published: Thursday, January 11, 2024 at 2:20 PM UTC

← Back to Quests