There's Pi in the Oven!
Yes! Now they're acting more like the mad scientists I know and love!
I took Glenn's advice: you can tell them to carry a prototype to a room, and if they work on any of the devices in that room, they work on advancing that prototype. It's much more... juicy... than simply selecting a project. Thanks, Glenn!
Working on the system of progression, now... Bit of a toughie...
I took Glenn's advice: you can tell them to carry a prototype to a room, and if they work on any of the devices in that room, they work on advancing that prototype. It's much more... juicy... than simply selecting a project. Thanks, Glenn!
Working on the system of progression, now... Bit of a toughie...
2 Comments:
This may sound assanine and obvious, but you should consider that the real agency of this game is going to come from the interpersonal conflagrations that occur between the hackers, the research is just the occasion for social complexity. Or maybe not, maybe you're going with more management-oriented gameplay. I think it would be key to have the researchers' personalities be affected by the unique path of research they undertake.
Also I wanted to bring this to your attention:
http://turbulence.org/ne2/guidelines.html
They're probably looking for projects that are more "Andy Warhol meets the internet" than indie game, but I think its worth giving a shot.
Remember: the point of the Sims is interpersonal relationships. So how come so much of the game is decorating your house?
The NEI isn't for games, per se. It's about "blurring the lines", which this doesn't do. You're right: they're more about Andy Warhol than Craig Perko. :)
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