Thank you for that. You're probably right in that the cash has become redundant. In the beginning, I felt like it made the passing of each day feel a little more complete, and also added to as sense that we obviously don't see every last moment of the MC's day, more like the highlights, if you see what I mean. And it's hard to feel like something that's become a part of the experience (for me at least) is just going to vanish.
I also completely agree about the salary costs for example. It's hard to explain my thinking - sometimes I have a sense of what I'm trying to do and then I'm trying to find a way to reflect that in the game.
So a case in point is Kari's "sluttiness". It's a reflection of how she thinks other people see her. So if you tell her that dress is too short or she's showing too much cleavage, the value increases. But for most other characters, it really is how big of a slut they are. And then you have someone like Lois where that same value might more accurately be called Flirtatious or something.
Likewise the management value is supposed to be from the point of someone who just cares about the short term stock price, whereas the MC is trying to engender a sense that the company should be showing that it's going to take care of its people, etc.
There's a point where MC is arguing the case with Pete and says the treatment of the interns is leaving them open to a lawsuit, and Pete is forced to agree, but then says he'll vote against it.
In fact, there's a story in the news right now about the US Postal Service owing huge amounts of overtime, because managers were doctoring people's timecards to make themselves look more efficient and earn bonuses.
Pete also argues he was just doing his duty when he shafted Mallory in the settlement of the uncle's estate. But he is a lawyer, after all...
There's also a goodorbad variable that tracks more or less altruistic actions to some extent.
But these are all
artificial and imperfect approximations of concepts that are really much more involved, which is part of the reason I don't like having stats visible.
I accept that people have limited free time, but there are very few hard limits I think, and certainly I would like to leave it open for someone to pursue a relationship with Ashley (for example) later on.
I'd much rather people play the way they want to play (broadly as a nice guy or not) than pick an action based on the fact that it's +10 Confidence (or whatever) as we've seen in some of the screenshots posted here.
It kind of feels like "painting by numbers" if you guys are familiar with that. Yes, you end up with a picture that's made of paint, but were you really painting? Certainly there was no creativity involved. An imperfect analogy, but hopefully you get my drift.
Okay, I have talked way more than I meant to, going to get back to work!