Boris Gudenuf
Deity
- And, tying some more of the things they have talked about in their game design, Narrative events can/could/should be programmed to advance gameplay unlocks: Narratives with decision trees that give the gamer new possibilities for Unlocks depending on which path they take - and the paths based on already-accomlished game-play events.Being able to pick stuff to carry over and where you spend points is a good example. It's like giving the player a goody bag full of endorphins. The challenge for civ switching is gonna be how to make it feel more like "I'm gaining something" than "I'm losing something" - it'll always be both, but this is something where presentation will make a big difference to player experience - and you're on the money that a lot of it is semantics and how the lead in is presented I think.
And yeah, gameplay unlocks are a really good way to push this feeling - if they were more like quest chains than "I haz horses" that would probably feel a lot better.
This would be devilishly hard to program so that certain paths don't become standardized ("I will always pick C, D, and X because that gives me access to Kangaroo resources that allow me to choose Australia in the next Age" sort of thing) but it would give the gamer some Agency in directing, or at least steering, his Civ switching choices.
Believing (rightly or wrongly) that you have some say in what happens next is, I am firmly convinced, crucial to gamers accepting the game and its new mechanics.