Comments (7)
This could be a way to get players to come back.
But it could also hurt the fun in the game - since they can't have crazy, intense game sessions if they have the serious decisions.
If you have a sense of progress, this idea could be the hook that gets people coming back
The idea is great! And I think the interval can range from minutes to days. Clash of Clans (a mobile game I often play) also adopts this strategy to make its players come back.
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While I would like this idea in a multiplayer setting (in order to control the action rate of players). I personally would prefer to be able to play the game at my own pace making decisions whenever I feel like it instead of being limited by an arbitrary rule.
If we simplify the contributions process for adding new cards I think the discovery of new cards could be the another reason for players to come back.
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This is no longer in line with the current design of target the gameplay. It is possible this may be reconsidered in the future if multiplayer is added. For now this is considered a closed topic.
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If players have a limited set of swipes, they can also have a profile that shows all their decisions, and how their presidency is working out over time. (in the last 10 days and overall, all time)
Another interesting idea is to show graphs, to show your progress over time. One line for each variable, and shown over time, with points for each decision marked so you can see how decisions affected your presidency score.
The presidency score could be an average of your variables.
Decisions could be reviewed by scientists. Values don't have to be perfect, but they have to be explainable.
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@thecrossed thanks for the feedback! This idea could be anything from 1 hour to 24 hours. What would be a good limit?
With 1 hour, it would allow several sessions per day, which would allow a faster pace. But 20 hours would build the daily habit.
Since it's pretty easy to swipe away the daily swipes, it would have to be possible to slow down the gameplay and show players how they can make more informed decisions by tapping cards and looking at the details at the back. This way, the 5-10 swipes would make sense. But if it's too easy to mindlessly swipe away cards, it could kill the fun in it.
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Yeah the limited number of decisions would be better for multiplayer.
Also, I really like the idea of making it easy to add new cards. I have started a Google Form to allow people to easily submit their ideas. But we could probably think of a much better way in the future.
"Themes" could be different main story lines, unlocking different cards specific only to that theme/storyline:
- Climate breakdown and total collapse of the human civilization. Scattered survivors.
- "The last emperor of Rome": luxury and excess for a short period of time, and then deal with the consequences.
- The path towards the sustainable Utopia (intentional exaggeration to make it clearly distinct from the other two paths.)
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I've been thinking about designs like this lately, and find that they have great potential in raising player focus and retention, but I'm most excited about how it encourages thinking about the game when not playing it. Consider if you get to see your upcoming 10 swipes (or a subset of them), but you don't get to make the decisions until after the cooldown. Gives you plenty of time to think about what you want to do.
Still, this is controversial design as Muthaias mentioned, so might need a way to circumvent it.
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Related Issues (20)
- Add scenario version and game engine version to show compatibility in the game UI HOT 1
- Rename pannable to swipeable for clarity HOT 1
- Investigate decreasing the SWIPE_THRESHOLD to a smaller value to allow quick swipes on mobile
- Fix prettier formatting error
- Cards with dynamic content based on state
- Idea: Use shorter card and prop ids for production builds to save data
- Fix position for cards swiped to the left HOT 1
- Idea: Maybe disable browser zooming while playing the game
- Idea: Add alt texts to images in the game
- Update landing page
- Idea: edit scenarios with interactive diagrams
- Switch to AGPL license
- Consider moving tailwind classes to the style block of each component to improve readability
- Add some tranition or animation when showing a new card, to make it clear that something changed
- UX: Clearly animate the change that happens for various stats after a decion was made
- UX: make it clear how to play the game in your first session
- Document the possibilities for scenario creation + the game engine features
- Allow cards to hide/show stats during the game runtime
- Prevent debug logging (and maybe other actions) when calculating the action indicators
- Consider showing a detailed view of all variables that should be accessible to the player
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