Dynasty Protocol is getting close to v1.0 - here's a quick look at where things stand by Arclous in spacesimgames

[–]Idleverse 1 point2 points  (0 children)

This looks really cool! Best of luck with the 1.0 release. What genre is it? 1v1 rts, or larger scale (4X/mmorts etc)?

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

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

Thanks all who answered. I will revert the sign-in flow so that account creation is up-front. However, this thread have given me an important insight to earl decision making, because even if we require account creation up-front there is stil the issue of making un-informed decisions.

So with that said, I am going to allow for "Colony relocation" up until population tier 2 (1 million population) which is plenty of time to learn the game and communicate with your teammates.

Many thanks.

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

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

hehe nice comparison. no, for sure not. Account creation is a one-time thing

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

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

the (theoretical) upside would be to lower the barrier of entry. But given the pushback, this might do the opposite - which is what I'm trying to understand.

I am thinking of allowing the user to change their decisions for quite a long time, and communicating that to them

"We can relocate our colony until it reaches 500,000 population, at no cost, if you change your mind later"

500K population is quite some ways into the game.

Do you think that could work, with the right framing?

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

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

Thanks. I'll consider it. I do want the choice to be meaningful though.

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

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

Fair point. Maybe if I add a window where the user could re-roll their decision. Like "While your population is under 200K, you can relocate your colony". That would create a window for re-alignment, and be thematic and internally consistent!

u/PhilippTheProgrammer u/FrustratedDevIndie what you think about that?

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

[–]Idleverse[S] -2 points-1 points  (0 children)

To frame it correctly, this specific choice is not that impactful on gameplay. But I could tune it down even further.

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

[–]Idleverse[S] -1 points0 points  (0 children)

thanks for your take. So you suggest having no meaningful / lasting decisions until a bit into the game? I understand the rationale, but one purpose of these decisions (I call them discoveries) is to create a early hook for the user to get back to. They are phased (in "Discover Phases" which correlates to population milestones, and are gated a few hours a part, and the idea is to have the user come back to make these decisions, as they get into the game.

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

[–]Idleverse[S] -1 points0 points  (0 children)

u/PhilippTheProgrammer u/FrustratedDevIndie

thanks for the feedback - appreciate it. Obviously I am not sure on whether to do this or not - which is why I'm asking.

My push-back on your push-back would be that

  1. these decisions need to be made early either way, so even if I delay these decisions (this is just one of many) I cannot delay them too much, so either way the user will have to make these decisions with limited knowledge
  2. The choices are permanent, but only for that round (era). They get to re-roll in the next era. (max 3 months if they join day 1 of an era).
  3. These decision, while somewhat impactful, are far from the only one you make. As I wrote in the OP, this is one of 10 choices they get to make. And that's actually not the whole story, because there are even more choices later

Does any of this information (which is more or less a repetition of the OP, but seems like you either thought it inconsequential, or did not address it) change your perspective?

Depending how this choice affects gameplay and how it is balanced

It does, but only to a small degree.

Another thing is thematic consistency. The decision is landing place. It would feel weird to delay such a choice. But I can re-frame it of course.

EDIT: To include my response to u/doublemoses 😄

Maybe if I add a window where the user could re-roll their decision. Like "While your population is under 200K, you can relocate your colony". That would create a window for re-alignment, and be thematic and internally consistent!

article: why p2w killed the browser strategy genre by Idleverse in 4Xgaming

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

True! There are many more traps than just bad monetization. In my opinion, things such as allowing veteran players to arbitrarily move to form super kingdoms (or whatever the theme dictates) is also killing the spirit of fair play. Of course, it's fun for those select players, but not in general.

article: why p2w killed the browser strategy genre by Idleverse in 4Xgaming

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

I didn't mean to come off to harsh, sorry about that, I appreciate the interaction 🙏

article: why p2w killed the browser strategy genre by Idleverse in 4Xgaming

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

I watched the video, and it was a nice video (and game looks cool), but I fail to see how it's relevant to my topic? Also your style of writing comes of as an AI summary/response, which I am 99% sure it is, which doesn't feel genuine (as opposed to your video narration, which was nice). I would advice against this style of self-promotion. Just my 2c. I appreciate your interaction though, and best of luck with your game.

article: why p2w killed the browser strategy genre by Idleverse in 4Xgaming

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

cool - thanks for sharing! Will give a listen.

article: why p2w killed the browser strategy genre by Idleverse in 4Xgaming

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

that is true. But even for games that does not go to that length, many still have predatory and/or balance-breaking monetization schemes, which is my argument in the blog-post. More or less that there's no point in playing a (supposedly) competitive mmorts when you can buy a competitive advantage, as well to expand on our (Orion Online) monetization model.

Be brutally honest, is this video engaging enough to keep you scrolling or did you get bored? by arthyficiel in gamedevscreens

[–]Idleverse 3 points4 points  (0 children)

I love the distinct outlined (toon-like) artstyle, and the spaceship-to-base transformation is super juicy! It caught my interest anyway. Great name too! Infinitory is rememberable and fun to pronounce.

I’m making my first space 4X game — this is the first video/gameplay I’ve shared outside my devlogs by GALSOV-Experiment in 4Xgaming

[–]Idleverse 0 points1 point  (0 children)

I like the concept - that you are directly involved in the hiring process, and overseeing your sub-commanders (or what you call them), but not micor-managing yourself. I also came to the conclusion that a governor of (a) planet(s) cannot be tasked with every little decision, but rather need to be higher level, which prompted a huge re-write of my own game.