ORIGINAL: DasTactic
I also agree with the sentiment of the OP that generally Steam users will be a different beast than the community here on the Matrix forums. Even here there have been some threads that have become personal attacks between posters - and that is pretty rare to see where posts tend to be respectful. It speaks volumes about the really interesting dynamic between confusion and passion about the game within our community.
And when it releases on Steam it will require a real effort to keep up the support there to answer questions etc which can be difficult when there is already such a strong community here. Hopefully, some of us will spend time over there as well to act as 'brand heroes'.
I've been involved with a lot of game and product launches and it is getting more and more difficult to cater to all the various learning styles. Essentially there are four methods people have of learning and somehow you need to try and cater for all or most of these.
'Kinesthetic' (touching/doing) is the in-game tutorial approach.
'Reading' is the manual approach but can also be an in-game encyclopedia and these forums.
'Visual' is reference tables, cheat-sheets etc.
and 'Auditory' along with Visual are in-game presentations and online videos.
Personally, I feel the game is too broad to really have a guided tutorial within the game and that only a small percentage of players will actually sit through it. I feel that there should be another simpler difficulty level below beginner (and rename the difficulty levels accordingly) that is much more forgiving to allow new players to break into the game. That way they get bitten by the possibilities the game offers while they stumble around learning the game mechanics. This would satisfy the kinesthetic learning style. Couple that with more relevant tool-tips in-game and the manual and it should help players get a handle on the game.
I like the suggestions. Coming from you they have, well, gravitas.
Your discussion of learning styles is important to how people learn to play games. I'm not sure I've ever seen a discussion about that before.
Learning style theory is really big in education, and I've been a teacher for 27 years following a military career. Now cognitive scientists will tell you that learning style theory as understood in education is not supported by evidence. In education theory, the idea is that everyone has a learning style that best suits them, and teachers have to find the best learning style for each student. It is a theory taught in universities and believed by many if not most teachers. But it isn't backed up by evidence. [For more search Daniel Willingham learning style theory and see articles like this
https://journals.sagepub.com/doi/abs/10 ... 8315589505]
What is backed up is that presenting new things in a variety of formats as you described them helps students learn, but that what works best for a student is situational. Students -- and adults -- will actually think they learn best in a particular way, but studies show that they actually don't, that again it is situational. So presenting things in a variety of formats will help more students grasp the new material.
So how does that apply to computer games? For complex games especially, having a variety of methods for players to learn the game will be most helpful. And you hit on everything in your suggestion. Have an in-game tutorial, have written instructions (rulebook, written tutorial, etc.) and have videos. There are people who prefer each style and think they learn a game best using that style. But what actually connects with them in a given situation might be something different from their prefered style.
For me, for example, I prefer a written step by step tutorial. Next I prefer just playing the game while skimming the manual and looking at forum posts. Last is videos. I don't like videos. I don't think I learn best through videos. Heh. But to learn this game I watched all the DasTactic tips and tricks video series, maybe the best video tutorial series ever.
I like the suggestion of a level below beginner. But we could call that a tutorial level, and give players a pre-set tutorial planet and then give them tool tips telling them to do certain things in a certain order and it would become an in-game tutorial. Like being challenged by one relatively weak arachnid at the start of the game. The in game tips could also be expanded in general. Also perhaps someone could write a tutorial for starting a game including planet generation and the first things that need to be done.
Beyond that the game is so complex and can branch out in so many ways.
I also think that it needs to be spelled out over and over for Steam release that this is a very complex game that requires a time investment. And it should be remembered that the game is going to be attacked by some on Steam just for the presentation, 2D, hexes, turn based, charts and graphs.