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  • How would advanced toggle on/off features work? Ideas.

     sweetchilli updated 1 week, 3 days ago 2 Members · 3 Posts
  • sweetchilli

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    October 14, 2020 at 10:52 am
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    I’ve noticed a common trend here on the hub to compromise by saying “players should be able to turn this on or off”. This got me wondering how this would work if these ideas were all implemented that way, with so many options to go through which might be overwhelming for a new player. Also, one setting out of each would have to be the default, and this would leave a lot of features undiscovered for most people.

    I thought maybe these decisions could be simplified into a few questions at the start of the game. It could be like choosing a difficulty, but this is choosing a level of realism:

    Utopia -> Standard -> Hyperrealism

    You also might be able to set the disaster chance and make a similar “difficulty choice” in regard to the level of autonomy you want.

    Once you enter the game, you would have full control over changing these settings at any time and also be able to access the full set of switches that turn things on and off. This way the new player is not overwhelmed and get to experience the kind of game they want straight up, but also have full control once they’re comfortable enough to edit their experience.

    What do you guys think? Are there other important decisions you think should be made before the game starts?

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  • bailey

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    October 15, 2020 at 4:47 pm
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    That sounds like a great way to implement toggles. I think another good method would be separating things by gameplay features. Like settings for weather, pets, Parafolk behaviors/AI, etc. That way people can easily know what they want and only focus on that. If those lists are too broad, maybe it could categorized by “world”, “characters”, and so on, and then once you go in, then you can choose the difficulty and anything else you want to toggle.

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    • sweetchilli

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      October 16, 2020 at 7:54 am
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      Thanks! I think the ideas should be combined, settings sorted into detailed gameplay feature categories in the settings once the game begins, after making the basic decisions I was talking about. My thinking was to have a simple way to enter into the game with some settings that suit the player, hence basic “difficulty” choices, before having to contend with all the options you would have – even if they are well-organised.

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