The point the video makers were trying to point out is that developers need to correctly give incentives to players to "move to the next thing". Start out with methods that are easier but can still be rewarding on occation with little skill, and then move to methods that have more power but take a little more skill to use.
The video warns against these jumps being TOO big - that if the next method is only slightly stronger but a LOT harder to do, then the players wont do it, and get stuck in "low skill land". It warns that eventually they will quit because they either get bored of the easy method which is meant for new players, or they will come up against the "brick wall" because they never adapted new methods and gained skill over time so now they have too much "homework" to do all at once, and likely cannot even SEE the way to that end goal at this point, and quit.
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That being said - I like the video and feel it may apply in cRPG but am still figuring out how exactly. cRPG/Warband are different from any other game really.
Of course you can join in, get a bunch of armor and strength and a maul or big sword and just go nuts...but honestly at this point (yes, even on siege) if you don't know blocking, timing, footwork, feinting, etc.....your success rate is only gonna be so high. This success rate will at first be enough, but eventually the player will want to do better and in more situations. This should lead them to start learning those skills, and thus actually get better. And in cRPG/Warband these skills are beautifully easy to START learning, and extremely difficult to MASTER (especially when you throw in chambers etc).
So...after thinking about it....I think cRPG/Warband actually do a pretty good job of dealing with the issue that the video brings up.
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My only suggestion to cRPG on this point would be to urge new players to SKIP THE FUN, and give them some basic advice on how the builds work (strength does this, agility does this, don't hybrid when you're a new player, etc). Because at this point in the game's average skill level, being new to the manual combat AND being low lvl is probably too much for many players and they won't be able to see the potential that the game has.