That's the same kind of dilemma I'm dealing with myself for a new project. There has to be a balance to it, because making each situation entirely unique is unrealistic, but you also don't want users to become bored and unchallenged.On one hand I need the gameplay for the feature to stay 'generic' enough that tying new creatures, npc's, landmarks, ect. into it doesn't become prohibitively expensive or time intensive (what's the point of having the feature if I can't roll out enough new 'discoverables' to keep it relevant?). On the other hand, I still want it to be fun. Ideally something more than just a button click and skill check...
What is the benefit of not telling anyone about a discovery?If an investigation is successful new information is revealed, exp and reputation points are awarded, and the player may choose whom to reveal the discovery to (the world, their clan, or no one at all). If they tell all they get a larger rep boost, the information is added to the global bestiary with the player credited for its discovery, and other researchers will no longer be required to investigate that category. If they reveal it only to their clan only the secret clan bestiary is updated, a lesser reward is given, and other players can still make the same discovery with the first to choose to make it global receiving final credit. Choosing to reveal it to no one works similarly.
I would like to see this in action. It sounds interesting.When the skill fails players will usually just get a failure message, however occasionally they will instead make erroneous discoveries. At face value these appear no different than legitimate discoveries and are treated and rewarded exactly the same. Players will only know that an error has been made if they run into problems or contradictions trying to apply the information learned somehow or if discoveries for all of the categories available have been made but the investigation symbol still appears by the creature's name.
I like this. But why would they choose not to refute it?Researchers of the appropriate rank can use the validation skill on revealed discoveries within the bestiary to test their accuracy. It is an expensive skill with high cooldown, but required to officially detect and remove false entries and allow the true information to be discovered. When it succeeds it tells the user whether or not the information is accurate. If the information is inaccurate they may choose to refute it which costs them nothing, grants a boost in exp and rep, removes the entry, and deals a rep penalty to whomever discovered the falsehood. If they choose not to refute it nothing happens and another successful verify will be needed for the chance to refute again.
Haha, such is the process of game design.I'm sure a lot will be changed and I could still wind up scrapping the idea entirely, but right now I'm having fun attempting it at least. ^^
What's the point of reputation in your game currently?
It's okay. I was sad about it for a while, but now I feel so relieved. I think working on a smaller-scale game with someone that can create the features I want in a short period of time will be much better for me in the long run. And in letting that game go, I also realized that I don't really like doing the HK art style. It looks nice as a final product, but it's not for me. I don't have fun creating it. I want to do a style that's a little more messy. But anyway, now I'll be putting the same effort into this new game, and hopefully people can start playing it in the near future.That's a shame. I'd really liked where you seemed to be taking it with the art and lore you'd shown so far. I guess stuff happens though... Glad to hear you have something else in the works in the meantime. I'll have to keep an eye out.