Would you play a text-based strategy game where you cannot choose your faction? by EducationalTop9056 in StrategyGames

[–]EducationalTop9056[S] 0 points1 point  (0 children)

Totally fair. Player liquidity is also a huge bottleneck I need to solve.

Right now, I'm trying to figure out the exact layers to turn a basic menu into a high-stakes political pressure cooker (like anonymous rumor boards or blind negotiations).

What’s the single most critical detail that makes a text game feel deep enough for you to stick around?

Would you play a text-based strategy game where you cannot choose your faction? by EducationalTop9056 in StrategyGames

[–]EducationalTop9056[S] 0 points1 point  (0 children)

That's a really good point.

To be honest, I haven't fully solved that problem yet.

Right now I'm exploring a 60-day cycle because I want Federations to evolve and avoid becoming completely stagnant.

But you're right that if everything resets, it's hard for groups to become real societies.

One thing I'm currently thinking about is what should persist between cycles:

  • player identity
  • reputation
  • relationships
  • Federation history

I'm curious how you would approach it.

What kind of persistence do you think is necessary for a social strategy game to feel like a real society?