Just to reiterate, I think "tutorial island" should be eliminated, in favor of an orientation room, somewhere in an academy or perhaps city hall. (Presumabely in the "Trade City" area) To me, it seems kinda silly to have an entire geographic feature dedicated to a tutorial.
The task of building a boat with every new character, no matter how you do it, is going to take some amount of time. Not only do I dislike the idea because it feels repetetive, but also because of seems forceful. I'd prefer that the tutorial was more of an
option than a requirement.
Also, why put so much depth to it? It's just a tutorial. I like the
Final Fantasy 6 approach; the tutorial is easily held in the confines of 3 rooms. It's a combination of:
NPCs who offer various demos, explanations and tips
Book shelves. Each player-width section offers a different piece of information, regarding gameplay.
some sort of demonstration of the combat system.
If we have a whole "character arriving in Argaes"-sequence.. I'd suggest that directly after creating your character, the game begins something like this:
- You are standing on a pier / dock / whatever.. in Port Town, which is the westernmost part of the Trade City area.
- You are immediately approached by a representative of the City, who welcomes you to the city and asks something like, "Shall I escort you to the tutorial?" If you decline, he offers you the same wood training weapons that you would have received from the tutorial. With another line like, "Well, we don't want you roaming around defenseless, so you can take your pick from the following training weapons. Which would you like?
- You choose a weapon from the list and the person leaves you to your fancy.
Another way to handle the distribution of a starting weapon, would be to base it upon your character creation. If part of the character creation phase dealt with beginning skills, you might be required to choose at least one weapon proficiency. This choice could then determine which weapon your character starts with.