Hacker News new | ask | show | jobs
by InitialLastName 1964 days ago
I feel like this similar to what Spore promised, but only achieved a sliver of.

I think the challenge is that there's a tension that comes from having lots of optional, interacting systems that the player both a) can make meaningful improvements to a system that contribute to the rest of their game experience ("If i make farming better, my town will have less food") and b) can ignore systems they aren't interested in without crippling their gameplay (or, conversely, improving one system making the rest of the game too easy).

The tension is almost tangible in games like the Paradox grand strategy games: if you pick up something like EUIV as a novice now, it's very difficult to figure out which systems are actually important to moving the game forward in a meaningful way.

Edit to add: this does sound like an awesome idea though