When you click on the button "imprison", the effect is instant. You succeeded or failed the very moment of this click. It took one day of in-game time.
It works similarly when you invite a noble to your court. Or even when you create a kingdom, or relocate your capital.
That is mostly how games work, creating balance between abstraction and story.
When the abstraction is too important, the player doesn't feel the bound that could connect him/her to the story.
When there is not enough abstraction, the story is less likely to emerge naturally from the game's mechanics and can be more artificial, lying only in the text written by the authors.
More and more we saw decisions or diplomatic buttons triggering chains of events rather than an instant effect.
Banquets, Festivals, Search for a Guru, Seduce are some among them. Plots are sophisticated ones, with the addition of a plotter mechanic. Plot to kill replaced its instant diplomatic version.
It is not hard to imagine a chain of event linked to Create a Kingdom, Marry Someone or Invit a Noble. Would that make better stories ? Would that be too much work in order make the player still feel free in its decisions ?
What would be the danger of making everything a chain of event and where goes your preference ? Instant actions or not ?
It works similarly when you invite a noble to your court. Or even when you create a kingdom, or relocate your capital.
That is mostly how games work, creating balance between abstraction and story.
When the abstraction is too important, the player doesn't feel the bound that could connect him/her to the story.
When there is not enough abstraction, the story is less likely to emerge naturally from the game's mechanics and can be more artificial, lying only in the text written by the authors.
More and more we saw decisions or diplomatic buttons triggering chains of events rather than an instant effect.
Banquets, Festivals, Search for a Guru, Seduce are some among them. Plots are sophisticated ones, with the addition of a plotter mechanic. Plot to kill replaced its instant diplomatic version.
It is not hard to imagine a chain of event linked to Create a Kingdom, Marry Someone or Invit a Noble. Would that make better stories ? Would that be too much work in order make the player still feel free in its decisions ?
What would be the danger of making everything a chain of event and where goes your preference ? Instant actions or not ?
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