ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
It seems like an interesting trend in 4X right now where quests or events appear and demand the player to make a choice, each accompanied by certain consequences.
What seems to me though is that this kind of system, in a replayability focused genre, is simply inappropriate they way it has been implemented in both Endless space 2 and Stellaris.
Essentially events and their description can be completely ignored because they dont truly tie themsleves to the game world. They are usually a stat boost of some sort or an addition or subtraction of something specific from your empire.
Even lore oriented players will obviously not bother reading the same quest description twice.
Its obvious this sort of system screams and begs to become more generative. This means that each time an event happens it is tied and dependant on the specific game instance being played.
Each event should have complex options that require the player to read the description of the event or quest to get the most out of it.
These events or quests should often ask a series of taskst to be performed in a certain order giving multiple options without telling the player directly what these option will cause and demanding of the player to make these assesments based on how familiar he is with his species diplomatic stances and relation to other factions or even individual commanders or personal(like the ones that are alreadty used in different quests).
So a quest might demand certain things, like sending certain fleet or space ship somewhere or becoming the owner of a certain star system or construct some building or aquire a technology.
The player is not given much detail about how to go about it only the quest giver and the involved parties(for example the quest is given by someone in the militaristic party) are known.
The player has to read the quest and conditions and assess himself what and how he should complete the quest and what ways of cmpleting it might effect the quest givers and in what way.
So the quest both makes demands that are based on the game's specific condition and also has a system to assesst the ways in which the player achieved the quest parameters(for example how many ships did the player use, how long it took him, what policies were enacted after the quest was given etc...).
So the player never knows exactly what his actions will lead to but based on his situation with other races, his empire's composition of races and strength of parties and fleets and hero abilities he should be able to(if he is well aware of his empire's state) roughly guess what different ways of accomplishing or not accomplishing a quest might cause.
Father
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Father
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