Tags are Magic

I was going through some playtester comments, one of which noted that diplomacy-related magic wasn’t as useful as it might be. So I did a quick review of the four blessings that seemed like they would relate to diplomacy. And while I’m not sure I was looking for exactly what was reported, it did seem like they could be more important.

Understanding: Helps our dealing with foreignersI’ve mentioned before that scene tags have been very useful. One of the diplomacy-related blessings is called “Understanding.” It’s implemented as

+1 in scenes tagged @foreigners

Diplomatic missions can be sent to a variety of people, so scripts like news_GiveGifts (which reports on simple gift-giving) can’t simply have the tag. But tags can be dynamically added, so making the magic more broadly useful was a matter of

RemoveSceneTag(ThisScene, "@*")    # Any previous dynamic tags
[otherClan.culture = 'other] AddSceneTag(ThisScene, "@foreigners")

Even though it takes two lines of OSL, I like this better than something like

[HasBlessing(ourClan, "Silvertongue")] b += 1

(which another blessing needed) because it affects the entire script, rather than just a specific branch.

The game makes extensive use of tags. The scene compiler uses a few to make sure scripts with very particular conditions are triggered from a single spot. Unit testing uses ten tags so it can set up the right context for running scripts. The UI code checks for tags that determine that a scene needs special elements like a text field. And there are over 100 tags that help categorize scripts, including whether magic applies to them.

Tutorial

One of my goals was to make sure the game had a better tutorial than King of Dragon Pass. Its tutorial was fairly brittle — it was too easy to get off track.

Tip about emissariesWe came up with a different approach, which worked fairly well for explaining all the parts of the game. When you first visit the Relations screen, you get a note explaining it (and to avoid a giant info dump, get more information the next time). There are no exact steps to follow, so the tutorial can’t get confused. And you can learn about a dialog when you get to it, instead of trying to learn everything in a short period. Our playtesters all seemed to like how it worked.

But our playtesters tended to be self-selected as having played King of Dragon Pass. When I added another QA tester who had not played before, and had a friend try out the game, it became apparent that the reactive approach didn’t work well for new players.

Some smaller fixes helped. For example, while the contextual tips served the purpose of a tutorial, they weren’t in the traditional form of a small subset of the game. New players didn’t consider this to be a tutorial. So we renamed our tutorial to “Guides.”

But nothing really helped brand new players get oriented to the game. So I came up with a new design. Rather than try to show you everything (like the King of Dragon Pass tutorial or the Guides), it tries to explain a few topics (particularly things that might be a bit different from other games). It’s even more directed, so you can’t accidentally do the wrong thing. And it hides information, so it’s less distracting.Tutorial Summary

The Tutorial doesn’t go through an entire year, and you can’t continue the game. Its purpose is to give you enough understanding so that when you do begin a real game, things make more sense. And do so interactively, so you can learn by doing.

The context-sensitive Guides are still there, since they cover things the Tutorial doesn’t. And there’s still a quick introduction and a detailed manual.

Right now we’re testing the new Tutorial, but it seems promising so far.