Well, I'm reposting this a third time today, but an optional Source Hunters Academy tutorial could be a great introduction for many reasons. It could optionally introduce a lot of gameplay mechanics, like crafting, dialogue, stealth, combat.

Story wise, it could give some more background on the Source, what it is, and why it's bad. I still want to start off on the beach with a "Source Hunter's Manual" that contains that kind of information, though. I want to be able to visit the crime scene, look up in the book what the signs of Source magic are, and then go "yep, this looks like Source magic." I think that would draw me into the world more than "take our word for it, this is Source".

I also didn't like feeling an idiot when a person said that Jake was killed with Source magic, not a knife, even though the Source Hunters felt that was a clue. I felt like an idiot because I didn't know if she was right or if she was merely misinformed, and the game didn't tell me which.


A Source Hunter's academy isn't going to be enough, though. You are going to need at least some pop-ups for when new game mechanics are introduced, as well as a way to look up what those messages said without having to start again or load to trigger them again.

Last edited by Stabbey; 07/03/14 01:21 PM. Reason: additional tutorials