BFett wrote:Let the universe flow around the player. Let events unfold naturally and let the player craft their own story as they play LT. If Limit Theory is the theory that anything is possible then we the players should not restrict other players to a path. Let each game in LT be truly unique.
then dont hardcode the whole universe from front to back while implementing the story.
make the story missions just "key moments" which affect the rest of the games universe with it.
example:
you have 3 different worlds
one where the starting area is only to a small degree civilised, if one system gets destroyed the whole empire around fails.
one where 2 empires are bordering each other, close to open war, but not yet fighting.
and a last universe where a big, stable faction is controlling a large amount of space.
the story mission has the effect that a single system with a certain degree of civilisation gets shut off from the rest of the world and sees heavy combat (from specially spawned enemies) that destroys much of the systems infrastructure.
player is locked in in the system for the duration of the story element, story happens, afterwards the system gets unlocked again.
but the outside of that system isnt stopped for the duration of that event.
the first universe, with only the small empire, would see a key system taken out and destroyed, the empire maybe collapses because of that heavy hit.
for the second universe there are 2 paths that could emerge from that event.
the first possibility would be that the empire which lost the system thinks that the other one is responsible for that act, war erupts.
the second possibility would be that both empires are scared by the event and decide to put their animosities aside and cooperate in case another such attack happens.
the third universe probably wouldnt care much in the grand scheme of things, there are enough other systems to take up the slack.
some short term confusion, not much more.
here are 4 scenarios that could emerge from a single story event, and those scenarios are just what i just pulled out of nowhere.
playthroughs wouldnt be identical or lacking in uniqueness just because of a handcrafted story happening in it.
BFett wrote:
Adding a story to the main game isn't going to fix anything. It just gets a person to play for maybe an hour or two more before they decide to quit.
[citation needed]
BFett wrote:
If we don't want the end game player to be too OP then adding a story element is the worst thing anyone could do.
why?