The first three minutes decide everything
Players do not leave because your map is bad. They leave because they do not know what to do.
4 min read
If eight people join and three are left after three minutes, the problem is not balance or your late game. It is far more likely that the first thirty seconds never told them what to do.
Everything obvious to you is invisible to someone arriving for the first time: which unit is theirs, where to go, what happens if they die now. If those are not on screen, people guess for a while and then leave.
- Centre the view on the player's unit at game start. One CenterView.
- State the first objective in one sentence. Two is already too long.
- Put the same text in the mission objectives - it is the only place someone who missed the message can find it again.
- Give the first reward early. Level, money, anything - show a number going up inside thirty seconds.
Trigger { -- 시작 안내. 한 번만 실행됩니다.
players = {Force1},
conditions = {
Always();
},
actions = {
CenterView("Player Start");
DisplayText("\x13\x07숫자가 낮은 몹부터 사냥하세요");
SetMissionObjectives("사냥으로 레벨을 올리고 전직소로 가십시오");
},
}You cannot see this in your own map, because you already know the answers. Hand it to someone who has never played it, say nothing, and write down what they ask in the first minute. Those questions are the to-do list.
