this post was submitted on 17 Jan 2024
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One thing I think is severely underutilized is acquisition of limited information as a game mechanic.
Like, having the information available to the player change depending on how they build a character or interact with the world. So like, rather than just having the player know what the health of enemies is, or know exactly where things are with a compass, or being able to pinpoint their location on the map.
I play a lot of strategy games and particularly in those I think having to manage how orders get to units and information on what they see getting from them to me would be really interesting as more of a focus.
Or like in management games the player often has perfect information on the state of the market or organization they’re running, what if like, you had to get that through Jerry from accounting? What if Jerry lied? What if having to figure out Jerry from accounting is under reporting something to skim off the top was a game mechanic?
Fuck Jerry, man
This game would frustrate the fuck out of me and I suspect others.
The challenge of the game shifts from the management of resources with complete information to I’m gambling about what information is coming in is reliable.
I don’t think this would be a fun gameplay experience.
The game play is as much about managing your information and access to it. Information becomes a resource that needs infrastructure and investment in. I’ve played some games that have elements of this, notably radio commander, and I found it very engaging but that’s because the game was designed around the concept rather than tacking it on to something without forethought.
An example of this in a management type game would be in CK3/2 where vassals and court members often have their own plans and motives that need to be accounted for, manipulated and planned around. Without this the game might be rather dull TBH.