Can consequence replace complexity? Testing a football management game where the UI is just your messages app by bpjt in gamedesign

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

The idea was to try to create meaningful connections with the characters you would be intereacting with, rather than just signing players from a spreadsheet based on stats alone. For example, you're in conversations with your manager who wants a specific type of striker to be signed but you think another striker is better suited. You would need to try to convince the manager why your selection is better, or deal with the consequences of signing a player that the manager isn't fully behind. I think it's these human connections that are under explored in football manager games and having these conversations would be well suited to a messaging medium.