I’ve been working on a game where, (in very, very simplified terms), players collect items around a kingdom and bring them to offer to the NPC leader. Depending on the item brought, his mood increases or decreases. If his mood at the end of the time frame is 0-50%, he will make a negative event occur, such as a volcano erupting, or spawning enemies around the kingdom. If his mood ends up at 51-100%, it would make a positive event occur, such as it raining money or players receiving free items and food. This cycle repeats.
Feedback I need:
What I’m looking for is feedback on primarily positive events I should add since I can’t think of many good ones. If you’d like though you can send ideas for negative events too but I don’t need as many of those.
This sounds very similar to Mount of the Gods, in it when the gods are satiated they will give you small gifts like random fruits/foods or rarely random items. You don’t necessarily need big rewards or even rewards at all you can make the reward be them not having any added difficulty and the ability to continue
But just some off the top of my head are, Base stat increases like max HP and run speed and making the leader less greedy in the next timeframe so if you constantly meet their demands it gets a bit easier, but the moment you mess up things start to fall apart,
give players needs and wants. having more things to want, other than just staying alive, means you’ll have more positive event options.
if players can fight you can give weapons. if players own houses you can grant safer house locations. if players can explore you can open up new areas.
but this also means that players should have time to do these other things, and not spend all their time bringing offerings.
I couldn’t find the game you’re talking about, but its a bit like Generic Roleplay Gaem’s gameplay loop, except with no player leader. Someone else mentioned it sounds similar to Mount of the Gods, which I realized is a lot like my system for the King’s mood in my game.
I like these ideas, one thing I don’t think I mentioned though is that in the game is an endless game.
Do you think it would be a good idea to open new areas, but close them later so they can be reopened in the future? - My thinking here is that if I made it so they would stay open, players that join later will have this open already, and this would also mean that there would be less events available to happen.
sure that could work, especially if new areas gave players benefits. you can switch it around and open up areas players wouldn’t want to go into, or wouldn’t want things to come out of, too.