Why the game really needs more officially made events

Started by jpinard, February 15, 2017, 08:41:20 PM

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jpinard

I love this game.  I have trouble going to bed at night if I started playing as it's incredibly hard to stop.  But the game really, really needs more events.  I've seen on the forums where many people quickly move to some of the very hard levels and I think part of it is because in their head theyv'e exhausted many of the "story elements" provided, so they need to up the challenge.  Let me extrapolate on that a bit.

The idea of a storyteller comes up short when the same events are recycled constantly and so quickly and this is the #1 complaint I see out there regarding the game.  So why will 10 or twice as many events (ones that hit each category from frequent to rare) make such a huge difference?  Exponentiation.  One of the things that makes the game interesting is having two things happen at once.  Or dealing with a specific issue and having a challenge pop.  Right now there are very roughly 10 events that cycle constantly.  This means in any one issue you are dealing with in the game... you have 10 variations of "storytelling" that can complicate the issue.  I'm sure you see where I'm going at this point.  As people get familiar with the game, one of the most important things is feeling like there's more story out there, no matter how rare.  So take the # of total events, and work a formula from that to get a base number of story feelings.  So if there are 40 total events, go 40 to the 2nd power.  This gives you 1,600 variations.  Yes, I know that's not a fair assessment as technically you could go 40 to the 40th power, but that's not how the brain interprets mystery and potential in a game (especially when you see the same events cycle so often).  What I'm getting at here is if you take that 40 and go to 80 and perform the same math?  You've gone from 1,600 to 6,400.  Lets say we be more generous and do look at 40 to the 3rd power vs. 80 to the 3rd power.  You have a difference of 64,000 vs.  512,000.  In a game of hundreds or thousands of hours your variability and uniqueness explodes - thus the experience one person has vs. another is made increasingly greater with every event added.  While I want to experience what others have written I don't want a copy.  After all I've already experienced it through the very nature of their description.  But I do want to set myself so I can have the chance to experience something as unique and amazing as they did.

Yes, mods can add events, but in selling the game story is king.  Not everyone will mod.  Maybe less than half, maybe only 20%.  You want to hit that variability out of the park without the need for mods so people realize how unique it is.  So this is a request to Tynan to think about adding many more events.  Events that are so rare you will see it maybe once in 10 full games and plenty of others that have the same frequency of an eclipse.  The mystery of what's out there, what may happen... knowing you may be the first to experience it.  That is a very powerful motivator.  Thanks for listening to my tiny Rimworld math essay :)

grinch

More events, more apparel, more furniture. Im sure in a future will be a content update, but i think maybe in beta?

jpinard

Quote from: grinch on February 16, 2017, 07:10:30 AM
More events, more apparel, more furniture. Im sure in a future will be a content update, but i think maybe in beta?

I'd like to see events added sooner rather than later to keep the storytelling fresh.  While furniture and apparel are nice they don't really change the dynamic of the game tooo much.  They make it more enjoyable for sure.  But right now many are having to go to extreme difficulty levels to chase that "new experience" feeling.  Maybe that's what drugs are like - lol chasing that high.  So Tynan is our drug dealer and I'm asking him for more.

OFWG

Quote from: jpinard on February 16, 2017, 03:52:24 PM
... furniture and apparel are nice they don't really change the dynamic of the game tooo much. ...

This, IMO - I see the 'spartan' nature of the game content reflecting Tynan's focus on core gameplay rather than cranking out many variations on individual items.
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

cultist

I agree.

The storytelling is the core of the game, and it's supposed to be told in cooperation (if you can call it that :p) between the player and the AI. And when it works, it works extremely well. However, most of the time the AI feels like a lacklustre partner when it comes to creating story, and that's not only because it repeats itself often, but also because it's quite predictable.

This is probably the reason a lot of veterans like Randy cranked to max, as it offers the mix of challenge and unpredictableness that you start to crave after a while.