Workshop #5 – Tutorial & Quests (Meeting Notes – June 1, 2025)
Tutorial design, Greeble onboarding, Wild Rifts, Guild functions, Lore tracks, and Progression systems
Tutorial Design
There’s a strong push to build a tutorial experience that sets tone, teaches core systems, and integrates smoothly into broader gameplay without hand-holding or overwhelming players.
Starting Options
Various proposals on where players begin:
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In a rift, immediately immersed in gameplay.
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In the Overworld, then triggered into a rift (e.g., after chopping a tree).
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In a Hub World, introduced to rift mechanics through a guided quest.
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Concerns raised that forcing players into a rift early might feel abrupt or “jarring.”
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A compass to locate rifts or an early Greeble encounter could offer a softer on-ramp.
Greeble as Onboarding NPC
Inspired by Skyrim’s Hadvar/Ralof opening, the Greeble could act as a quirky but functional guide.
- Demonstrates rune gem bartering (eats a gem and gives new gem).
- Walks player through the first rift loop: enter > loot POIs > exit.
- Introduces danger subtly (“something watching”).
- May initiate a combat encounter where the player has to rescue the Greeble.
Key Tutorial Elements
- Teach through action, not exposition. Avoid overly scripted or hand-holdy content.
- Encourage exploration and self-directed learning by not locking players in.
Example flow:
- Greeble eats a gem → bartering intro.
- Player explores POIs → looting.
- Greeble gets in trouble → combat.
Tutorial Delivery Methods
Quest books, NPC dialogue, or a starter “note” in inventory.
Possible formats:
- Controlled tutorial rift with light combat and loot.
- Player receives a tutorial Rift Key that opens a unique, instanced space.
- Unkillable player status during tutorial to reduce frustration.
- Supports different world types (skyblock, oceanblock, stoneblock, etc.).
Rifts
Gameplay loop is built around entering rifts, collecting loot, and expanding progression via guilds and gear.
Wild Rift Concept
Rifts can vary by dimension:
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Overworld Rifts: Tame, resource-rich, introductory.
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Nether Rifts: Combat-heavy, ideal for learning abilities.
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End Rifts: High-stakes objectives, late-game.
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Should evolve in complexity across the game.
Tutorial vs. Wild Rifts
Early progression can be gated behind:
- Wild Rift discovery.
- Greeble-led quests.
- Summonable rifts via Rift Keys or Spawners.
Suggested mechanic: “Wild Rift Sickness” debuff to prevent abuse or speedrunning.
Multiplayer Considerations
Potential issues:
- Everyone rushing to one wild rift.
- Server strain from permanent rift zones.
Possible solutions:
- Instanced rifts or timer-based rift resets.
- Perpetual Rift at spawn with limited use.
- Group-compatible tutorial rifts.
Guild System
Function, structure, and role in tutorials.
How can guilds anchor both mechanics and narrative? Rather than being generic quest hubs, guilds could be specialized, theme-driven systems that support gameplay progression and world-building.
Function & Specialization
Guilds could focus on specific mechanics:
- Rune Gems & Socketing
- Rift Creation & Traversal
- Combat & Abilities
- Crafting/Tech
- Fishing/Cooking (profession-style)
Instead of one-size-fits-all, guilds could act as mini-mod unlockers or profession tracks.
Greebles and Their Role
- Greebles are not seen as the "Rift guild".
- Their current primary focus is rune gems and gem upgrading.
- They may assist with Rift tutorials but aren’t responsible for all rift knowledge.
- Suggestion: a different “wise old” character introduces rift keys.
Guild Progression & Talent Trees
- Reputation-based unlocks: more you interact with a guild, the more features you gain.
- Possibility of each guild having a custom talent tree aligned with its theme.
- Goal is for players to build their own gameplay paths rather than being pushed into a single meta.
- Clear functional separation helps players know where to go for what.
Lore & Storytelling
Optional but deep.
Worldbuilding Concepts
- A foundational base framework can be designed for consistency and shared language.
- Lore explains the origin of rift tech, guilds, rune gems, etc.
- Introduction of a “Ratty Journal” to start the tutorial with hints of deeper lore.
Campaigns: Optional Narrative Tracks
Proposed mechanic: standalone, story-driven campaigns players can opt into.
Inspired by D&D-style modules—self-contained arcs with progression and rewards.
Examples:
- “Rift for Dummies” campaign as the tutorial.
- Campaigns tied to specific guilds or cross-guild conflicts.
- Replayable stories with different outcomes and reputation boosts.
Implementation Goals
- Avoid locking core mechanics behind campaigns.
Campaigns offer:
- XP
- Guild rep
- Cosmetics or non-essential rewards
Emphasis is on player choice: skip if you want, but they’re there if you enjoy story.
Hub World
Growing sentiment that the Hub World is the backbone for tutorial delivery, rift access, and guild discovery.
Options on first login:
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Jump right into the tutorial rift.
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Gather some gear, then enter.
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Ignore and explore freely.
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Tutorial rift could be small and pre-generated to avoid performance issues and support multiplayer.
Hub vs Overworld
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The Overworld’s relevance is under question.
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Can the game be played entirely from the Hub?
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Should the Overworld be resource-focused only?
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Minimize reliance on overworld generation, especially for skyblock/oceanblock compatibility.
Progression Systems
How players progress and how tightly mods and mechanics should be gated.
Mod Unlock Philosophy
Two player styles:
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Explorers who enjoy unlocking things slowly.
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Builders who want tools accessible early.
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Concerns about locking essential QOL mods (digital storage) behind heavy grind or rep requirements.
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Can make the early game feel frustrating, especially in multiplayer.
Ideas for compromise:
- Offer mod unlocks via currency from rifts/quests.
- Gate power tools but not quality-of-life items.
- Difficulty settings could let players choose how gated their playthrough is.
Purpose-Driven Design
- Importance of designing intentional gameplay loops to support each mod, not just include them for variety.
- Why include Create (and similar mods) if nothing needs to be automated?
- Currently, materials are too easy to get.
Suggestion: Use quests or rift-earned currency to buy mod components.
Housing & Early Game Comfort
Reduce early-game friction, brainstormed options for providing shelter and storage up front.
- Premade Housing / Tent System
- Allows players to jump into exploration or rift-running without needing to build a base.
Quality of Life & Server Settings
Multiplayer and performance considerations should play a big role in shaping the pack’s structure.
Performance Optimization
- Concerns over large Hub Worlds straining performance, especially for lower-end players.
Solutions discussed:
- Let players adjust NPC density for performance.
- Use guild workstations or terminals instead of physical NPCs.
- Allow remote guild access from bases (e.g., mailbox, phone, hologram).
Server Config Options
Not all players will want to play the same way:
- Some want full mod access from the start.
- Others prefer a grind-to-earn structure.
Suggested solution: server toggle for gating systems.
- Servers could choose how strict or loose progression should be.
- Important to balance this so both playstyles can coexist peacefully.
Next Steps & Ongoing Work
The team wants to move from ideation into action by clearly defining systems and putting proposals to a vote.
Polls & Decision-Making
- Concerns raised over past polls being too vague or inconclusive.
Action Items:
- @WarrenGore will draft a refined Hub World post to clarify its design options.
- Follow-up polls will break down big topics (like Hub World form, tutorial intro method, guild function) into smaller decisions.
- Wednesday’s meeting will focus on tutorial design and expanding on guild/tutorial synergy.