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General Discussion / Re: A Professional Critique Of Story Points
« on: May 05, 2021, 08:24:32 AM »
A lot has been discussed about the use of SP's, I'd like to talk about their acquisition. I think one of the bigger issues is that acquiring SP has no direct connections to the player - more or less earned passively while you play. This makes using them feel more akin to buying a used car after winning the lottery, then it does working hard and saving every dime, then finally the day comes you can afford it.
Another issue, almost as important, is the use of SP to prevent/minimize save scumming. In one instance, unavoidable fights to the death, SP can indeed help prevent a save scum, but it introduces what I think is an even greater reason to save scum - losing a ship with SP's invested in it. Ofc this will vary by user, but I imagine a majority of players spend SP on their ships, from early in the game, well into late game - making a loss any time during the game a likely save scum point.
As an aside, I think save scumming is a personal issue with objectively no right answer. With that line of thought, I think developers should neither encourage nor discourage its use or lack of use. Some will SS no matter what, others will avoid doing it until absolutely necessary and still others will die an Ironman death. Just let it be.
Last issue before I talk about my solutionTM. Should SP be limited in amount or practically unlimited? Personally I think a limited supply is the better approach - the exact details... well another time.
Ok so my solution: Make getting story points part of actually doing something in game. The exact details are obviously up for discussion, but the broad strokes go something like:
Don't let #2 scare you, it's not what you think. The best way to explain is by example. In no way an exhaustive list, I'm betting the community can come up with many more.
It's important to understand that these are not missions - it's not known if a Story Point is involved until you actually do something - for example, repairing the mining station - you may have salvaged a dozen before, but when you go to salvage that specific one it offer you the chance to repair - only then do you know a story point can be earned. Or while your out exploring you find a ship and go to salvage/recover it - but instead a little story blurb about how this is the long lost ship of so and so legend and returning it safely to what's his name would be 'worth' it. That sort of thing. I know it doesn't work for the 'do X first' type ones, but I think a few easy point up front/early is ok.
Even though some of those ideas don't sound like they can be connected to a specific system, I think most can be made to work.
Take the 'build a stable colony and give it to a faction' - it could be a specific system - the player doesn't know - but say it's a system close to the core worlds. It's not that the player is expected to build a colony in every system - but if they happen to get lucky - great. The idea being there are several hundred systems, you should be able to 'accidently' stumble across enough Story Points to make them and your choices interesting - but finding them all should take some serious dedication.
There must be hundreds of different (maybe not drastically different, but still) possibilities, enough to make finding SP each play through a different experience. And it's not even necessary for a player to find ALL the SP in a play through - there should/could be enough variety that even if you stuck to a specific play 'style' (bounty/trader/explorer) you'd naturally find the story points.
I know I haven't explained nearly as well as it sounded in my mind - oh well, I hope it was enough.
Another issue, almost as important, is the use of SP to prevent/minimize save scumming. In one instance, unavoidable fights to the death, SP can indeed help prevent a save scum, but it introduces what I think is an even greater reason to save scum - losing a ship with SP's invested in it. Ofc this will vary by user, but I imagine a majority of players spend SP on their ships, from early in the game, well into late game - making a loss any time during the game a likely save scum point.
As an aside, I think save scumming is a personal issue with objectively no right answer. With that line of thought, I think developers should neither encourage nor discourage its use or lack of use. Some will SS no matter what, others will avoid doing it until absolutely necessary and still others will die an Ironman death. Just let it be.
Last issue before I talk about my solutionTM. Should SP be limited in amount or practically unlimited? Personally I think a limited supply is the better approach - the exact details... well another time.
Ok so my solution: Make getting story points part of actually doing something in game. The exact details are obviously up for discussion, but the broad strokes go something like:
- Every solar system potentially has a Story Point. The exact percentage can and should vary between games. I think in the range of 50% would work
- An action of some type must be performed to uncover the Story Point
Don't let #2 scare you, it's not what you think. The best way to explain is by example. In no way an exhaustive list, I'm betting the community can come up with many more.
- Easy (Early Game Acquisition) 1SP
- Leave the starter system
- Transverse Jump for the first time
- Win your first battle
- Buy/Capture your first ship
- Hunt down a specific fleet/bounty
- Haul/Sell some amount of something
- Attack/Win a fight against a faction other than pirates/pather
- Explore your first non-core world
- ... and many more
- Average (Mid Game Acquisition) 1SP
- Repair (???K Metal) instead of salvage that mining station
- Find a derelict ship
- Find a long lost ship and return it safely to a specific faction/planet
- Rescue someone
- Scan all the planets in a system
- Build your first colony
- Build a stable colony and give it to a faction
- ... and many more
- Hard (Late Game Acquisition) 2SP?
- Defeat a specific end game fleet
- Conquer a faction
- Sell a faction x Amount of AI Cores
- Sell the pirates 'good' technology
- Clear a system of REDACTED
- ...lots more
It's important to understand that these are not missions - it's not known if a Story Point is involved until you actually do something - for example, repairing the mining station - you may have salvaged a dozen before, but when you go to salvage that specific one it offer you the chance to repair - only then do you know a story point can be earned. Or while your out exploring you find a ship and go to salvage/recover it - but instead a little story blurb about how this is the long lost ship of so and so legend and returning it safely to what's his name would be 'worth' it. That sort of thing. I know it doesn't work for the 'do X first' type ones, but I think a few easy point up front/early is ok.
Even though some of those ideas don't sound like they can be connected to a specific system, I think most can be made to work.
Take the 'build a stable colony and give it to a faction' - it could be a specific system - the player doesn't know - but say it's a system close to the core worlds. It's not that the player is expected to build a colony in every system - but if they happen to get lucky - great. The idea being there are several hundred systems, you should be able to 'accidently' stumble across enough Story Points to make them and your choices interesting - but finding them all should take some serious dedication.
There must be hundreds of different (maybe not drastically different, but still) possibilities, enough to make finding SP each play through a different experience. And it's not even necessary for a player to find ALL the SP in a play through - there should/could be enough variety that even if you stuck to a specific play 'style' (bounty/trader/explorer) you'd naturally find the story points.
I know I haven't explained nearly as well as it sounded in my mind - oh well, I hope it was enough.