What I like most about es2 and el is their quest&event system. The faction-based quests and all kinds of events are so exciting and they really give me kind of feeling that I'm creating history by completing various tasks. The stories of Vaulter and Riftborn are my favourites. So I really wish that humankind also features such quest system. Every culture should have its own storyline and via finishing quests, players can gain considerable rewards. Those quests can relate to real history to some extent. For example, in real history, Zhou Dynasty was the first feudalism empire and in its late years the empire went through tough times and finally broke into tens of small states. So the first stage of faction quest can be to unite the nation through events and the second stage can be to quell a revolt. Such quest system can also prevent the game from boring repeating moves when the game marches into later phase.
We most likely won't have full-on quests in Humankind, but we do plan on having a robust event system with a lot of content, as discussed in our Pax Panel "Stories without Stories" last year. You can check the Video on Demand on the Pax2 Twitch channel (starting at around the 1h57min mark, in case the timestamp in the link does not work.)
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We most likely won't have full-on quests in Humankind, but we do plan on having a robust event system with a lot of content, as discussed in our Pax Panel "Stories without Stories" last year. You can check the Video on Demand on the Pax2 Twitch channel (starting at around the 1h57min mark, in case the timestamp in the link does not work.)
Thanks for linking that, I missed it first time round. I like the examples they give of events in Humankind. Looks like it'll add a lot of life to the game, in a properly contextual way, looks great.
I suppose, full-sized faction quests in Humankind are impossible, because you can change your culture at any time and that can cause problems.
Also there are lots of other ways to make the game less boring in the later phase, for example, automatisation or increasing costs and effects. In fact, each time the game becomes boring - is a game designer mistake.
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