Hello, I am a 99% completely new to Foldit (just did all the intro puzzles yesterday), and I have a number of thoughts on the beginner experience.
In case it makes a difference, I am using the Linux version.
1) What to do after Intro 4-4???
After doing 4-4 (I've seen a level 5 mentioned somewhere in wiki or something, but was not available), it was not clear what to do next. All I could do was go into the "Science Puzzle"... then found the one that said "Beginner".
My suggestion: Provide a clear progression of puzzles.
2) The Intro Puzzles are incomplete?
The last intro puzzle was 4-4. I just downloaded this yesterday, so I assume I have most complete version (and/or it should be able to get puzzles online). I have seen mentioned somewhere (on the wiki?) "Level 5", but there are no level 5 puzzles available.
When I moved on to "Beginner Puzzle 1 (<15): Mouse", suddenly a great many more buttons, menu items, and so forth appeared that were not available up to 4-4. I had no idea what these were. The only apparent option was to look at each button/menu item, read its tool-tip, and fiddle with things by trial and error. It definitely seems that there should many more "intro puzzles" to introduce all these other features.
My suggestion: A complete series of tutorial puzzles, that progressively introduce all the features of the game, including all tools for manipulating the protein, as well as all the other options, such as changing the view options, using the chat windows and so forth. The sudden jump from 4-4 to the full game interface was rather overwhelming.
Another note: I said 99% new because I actually tried Foldit a year ago (my computer at the time was too slow to handle it). I vaguely recall the Intro Puzzles back then covering more features (like "freezing" pieces of the model, or showing transparent "ghost" versions of the model to try to achieve). So I am wondering if some of those intro puzzles have been eliminated, and if so, why?
3) Could not find Web-based tutorial anywhere.
Maybe it is there, but I haven't found it yet if it exists. When I check out the FAQ, forums, or the wiki, the topics all look rather advanced. There is nothing inviting out there that says "Hey you, New Player!! Come look here if you are trying to figure out what is going on." If there is a tutorial out there, it needs to be *prominently* linked from the Foldit home page. I would likewise recommend such a link on the home page of the wiki. The web-based tutorial could go hand in hand/step by step along with interactive sequence of tutorial puzzles, but could explain in detail and depth the "what", "how", and "why".
4) Better visualization/feedback on score changes.
This does not exactly relate to the choice of new puzzles, but it relates to the experience of a new player and the development of their skill and intuition. Working on the Into Puzzles did almost nothing to help me develop an intuition for how moves affect score. There are three major reasons for this:
a) The score is just a tiny number at the top of the screen. I get little or no "feel" for how moves affect score from this -- I would have to make a tiny adjustment, then take my eyes off the model and look at the number and back to the model. When I explored the "view" options when I got to "Beginner Puzzle 1", I found some options that solve this problem somewhat by highlighting problem areas -- but the tutorial puzzles never taught me about these options. Mind you, I am not saying that there is no visual feedback -- the spiky clashes and bubbly voids are useful -- there is just not enough. It would be good to have a more visual/intuitive depiction of the score that can be sensed in the players peripheral vision, so to speak. The little popup score changes that sometimes occur are only slightly more useful than the score itself.
Suggestion: A large "thermometer style" score indicator that both grows and changes color as the score improves. Because of the huge dynamic range of the scores, a simple linear thermometer may not be sufficient. It may be necessary to have one indicator of overal score (possible logarithmic to accomodate the large range) and another indicator for small variations in the score. The scale of each indicator may need to adapt. These indicators should be the full height or width of the display area, so that the player will perceive the changes without having to actually look at them.
b) The score often changes far too quickly to get any sense of what happened and why it changed. This particularly happens when the score crashes to zero as a results of introducing several new clashes.
Suggestion: I am not sure if clashes (for example) are discrete or continuous score features, but I recommend continuous (this should be possible since the underlying physics is continuous). Then slow down the rate of change in the model to keep the rate of score change reasonable. Basically let the action go into "slow motion" so the player can see the score change along with what is happening to the model. This slow-motion effect could be an adjustable or toggleable feature so advanced players can turn it off (or reduce the effect).
c) Most of the score changes in the Intro Puzzles result from doing "shake" and "wiggle". This is rather unsatisfying. I had little feeling that I had done anything myself to improve the score. I just hit "wiggle" and watch the score climb.
Suggestion: A series of simple puzzles in which "shake" and "wiggle" (and other "automatic" tools) are not available. The player will do everything "manually" in order to see how changes affect the score.
5) The tutorial puzzle sequence needs lots of "toy" puzzles to help better develop intuition AND skill in simply manipulating the model. More models with roughly the complexity of 1-1, but with different tips/objectives for manipulating the model. One interesting twist would be instead of trying to get the highest score possible, to manipulate the model to get a specific sub-optimal score – this will force player to push/pull, rotate back&forth, and so on, thus developing their skill.
Also, I think there is a feature that shows some kind of "ghost" shape for the model, which can be a target for the player to achieve. This was not in any of the Intro Puzzles, but I saw it mentioned somewhere. Such "ghost" targets need not be "optimal". Just configurations that require a player to push/pull/rotate and use the other tools to get the model into that shape.
I think a good idea would puzzles that had a sequence of such shapes – the player manipulates the model into that each successive shape (developing their skill manipulating the model), and as each shape is achieved, they are treated with some explanatory text for why that shape has the score that it has.
These are my initial impressions and suggestions. I hope you find them useful.