I wouldn't say we outright design things to make them reusable, but its more so the opposite. Look at what existing systems exist within our games and see what can be reused/borrowed. There's advantages to having systems work similarly across different game titles, as it makes the process of learning a new system less difficult when you recognize parts of it.
We do consider the long-term when designing a system though. You generally don't want to take on too much risk at once, so sometimes it's good to design a more robust system and keep your more specialized ideas for future opportunities. Have a plan for what you want the system or feature to achieve, but also consider how you may expand upon it in the future, after you've gained your learnings from it being live for a while.
The system for Becoming the Crisis (the progression itself) is in some ways similar to the federation system. Unlock a level and gain access to a list of perks that are linked to that level. On a technical level, unlocking crisis levels & perks is therefore quite similar to how you unlock federation perks through levels. The process of gaining "XP" or Menace, is entirely different however.
I think there's a lot of interesting aspects of the federation system and the galactic community that could, if put into one system, be quite interesting.
I see, thanks for the insight!
Another question that comes to my mind is if this practice has some negatives, like that it may become repetitive for a player to have too similar systems in a game. Have you encountered problems from reusing systems like this example or another ones?
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