Syzygy From a sales / marketing perspective, this has absolutely been an anchor on the series; and while much of it is attributable to gradual groundswell, I guarantee you ‘no one can come into your game and backstab you in this one’ has been a huge boon to Elden Ring’s word of mouth and its current mass popularity.
For the most part I agree with you re: invasions, but a lot of potential buyers don’t see it that way and have voted with their wallets for a decade now.
But this is just wrapping back around to the idea that the systems and how they are communicated remain a part of the issue.
Elden Ring being the one where no one can invade you if unless you opt into it, and that being the case by default, are separate matters, even if I think there is some tension between them. I personally wouldn’t know if that is somehow explicitly mentioned in the marketing or has been boosted in mainstream information streams, but I suppose I’ll assume it has been at least easily spread via word of mouth. I mean, I can easily imagine a Twitter post of the inventory screen showing the Taunter’s Tongue, and the official ELDEN RING twitter saying something like “In the Lands Between blah blah blah no invasions unless you want to,” but that is maybe a bit on the nose and not their style.
In the situation I described where the tool to opt in or out of involuntary invasions came immediately after the conclusion to one’s first involuntary invasion, sure, it might be a bit of bratty thing to do to most players who I don’t doubt for a second feel towards invasions as you describe. It might convince like, I don’t know, 5 or 6 people that invasions are actually cool, but probably not more.
I think even with a situation like this, everyone, you and I as well as the ladies, gentlemen, and friends beyond the binary from the Steam community discussions, would get what they want, as they do now. Even with this rude way of teaching, though, more clear and even I’d say a bit more in-the-moment communication will make the difference between whether or not they are running to the Steam page once the interaction is concluded.
That would be a great time for a Tutorial message to pop up about Invasions, in which it could easily explain in clear direct language that what you were just subject to was an invasion by another hostile player, who invaded your world against your will, which can happen at any time. However, using the Taunter’s Tongue item or the Multiplayer interface, you can choose whether to enable or disable this feature.
Actually, sidebar, maybe my main issue with Taunter’s Tongue is that it uses most of the word count of its description to detail in fairly clear language what I’d say are more its secondary features (intensifying invasions, changing how invasions work during co-op), and just 3 imprecise words on what I think what most people would say is its primary feature (disabling involuntary invasions during solo play). So, maybe this should just be two items, one to opt-out of invasions, and another to intensify them. I think this is part of why disregarded that function of the Taunter’s Tongue too, I thought “lure in invaders” was the esoteric part of the description, and then the following section was an explanation of what the hell they meant by “lure in invaders.” It really is not clear that this is 3 separate components of its functionality.
Anyway. Hell, let’s modify this scenario just a touch more. After giving you the item and a tutorial after the first involuntary invasion, it does what the game already does without telling you–it disables involuntary solo invasions automatically. So people who loathed the experience don’t even get a chance to alt-tab to the Steam community pages to ask how to turn it off because they didn’t read the tutorial. They get a system message saying their world can no longer be invaded when they’re alone, or whatever. And if they liked the experience, they can read the tutorial again and figure out how to turn that feature back on.
Everyone gets what they want that way, but, well, that’s not really different from how the game works now. It’s just a matter of communicating things more clearly and directly.
Maybe both new players and experienced players would benefit from a very clear rundown of their multiplayer status in the Multiplayer interface, for each distinct component of the multiplayer system in real time in plain, non-jargon language. I guess it has some of that info hidden in each separate item on the interface, but why not just have a list of current statuses on this interface as well? There is already a big empty space in most of the bottom right section of this interface.
Something like:
You are currently [online] / [offline].
You [will]/[will not] see messages and bloodstains.
You [can] / [cannot] currently see summon signs left by other Tarnished.
Tarnished from other worlds [can] / [cannot] invade you when you are alone.
If you are invaded, other Tarnished [will] / [will not] come to your aid.
You [will] / [will not] come to the aid of fellow Tarnished when they are invaded.
Along with anything else I forgot as well as further modifiers for each category if they are changed by your active passwords.
Syzygy I mean, while I will admit to being an outlier, I did read the items as I picked them up and used them and got all this.
I dunno, you might be more of an outlier here than you think. Or, maybe I am just an outlier too, but on the opposite side. If I don’t check something immediately after getting it, which is unlikely because of all of the stuff you get while in unsafe areas, it’s not unlikely I won’t check it again for a while, or I may even just forget about it entirely. I am the guy who bounced off of Dark Souls a few times because I would get stumped at the same part of the game. Turns out it had just never occurred to me to read over the keys I was picking up carefully to ensure there weren’t any I hadn’t already used, because I was just completely ignorant of the existence of Lower Undead Burg, which I had gotten the key to long ago. I was out there thinking I had to beat Sif not longer after beating the Bell Gargoyles. Getting stuck on Capra Demon? Yeah, try not even knowing that area of the game existed.
…Hm, I sure seem to talk about how my somewhat acceptable level of skill at these games enables my total disaster dumbass behaviour.