sillyrobot
Engaged Member
- Apr 22, 2019
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It's a design I've seen in other types of games. To use a crude analogy, it is similar to the difference between AD&D 1e or 2e (a combination of consumable and difficult to replace resources and strategic decisions about what to engage) with 4e (very limited reliance on consumable resources working much more with tactical auto-replenishing resources and relying more heavily on tactical positioning within a situation). A lot of games have no or very limited random chance -- take go or chess for examples. They tend to replace randomness with (seemingly) intelligent action and reaction or have the player battling an uncaring environment to achieve a specific goal under a timer.It's just a commercial design. Making a game difficult enough to force you to try and re-try and re-try permits mask the general lack of content and to make the need of crownfunding longer.
Second this seems to remove any random cause you must plan each day, knowing exactly what will happen on the day (or completly fumble the day) and, in my mind, something without random can difficultly beeing named a "game", it's nearer to the use of a spreadsheet![]()
Wrt your second point, yeah. That part of my second point. "This either places strong pressure to not have unanticipated events or strong pressure to play through a day multiple times." The dev places pressure on what he can introduce because tossing a untelegraphed encounter at Billy will almost certainly place Billy in a situation he cannot win or even retreat from. It pressures the player to restart the day if something unanticipated happens as well -- Since power selection is so limited (1 max rank and 1 min rank, 2 partial rank, 1 partial rank + 2 min rank, or 4 min rank) finding the day offers an unforeseen opportunity or threat means the player should consider reverting to a save and either hoping it doesn't reoccur while taking the same power set or taking more appropriate powers and hoping it does reoccur.
I think both of those pressures play against the base superhero genre and thus any game using it as a base. They can be decent design decisions in a genre where the protagonist is especially proactive and the environment is either static or reacts to him, but the superhero genre tends to have the protagonist reacting to changes in the environment. Imagine in SP getting pulled into the final Pixie caper with ranks of Mind Control and 1 rank Enhanced senses. There's not a lot Billy could do or offer because the situation is so unexpectedly different from what the player planned for the day and combat would be quick and decidedly not in Billy's favour. The dev is in a position where encounters have to be designed such that every Billy has some chance of success and therefore no threat can be large enough to take out Billy without the appropriate defence and so weak as to potentially fall to a Billy regardless of appropriate offence -- which undercuts the purpose of acquiring the powers in the first place.