What if we abstract out all the event conflict down to just what would be "spent" for success by the player for each choice path. This would leave only deterministic player choices. The player would choose what managed resource they could most afford to lose at that time, like hit points, stamina, time, or money. Then we could also add a press your luck choice back in for fun.
Here is a graphic to help explain the idea. For now, it is based on a solo adventure game "Crash Landing" with random draw events for the player to resolve.
What are your thoughts on the mechanism idea from a design perspective?
Thanks in advance for replies!
So you bring up the KEY makes this work for what I am using it for. Rather than give any deterministic "good" choices, the player must choose the lesser of all the evils.
Other types of events might give three good options but you only get one of them. This choosing can only be a true/false boolean or a clear option is always automatic in the mind of the player. A card might give heath or stamina and the player would need to pick the best for the current game state.
This gives two decks that players can draw from based on what other things are going on with the game state at the time the "event" needs to be resolved.
This is just one part in an evolving larger system of mechanics that will drive the game engine. the main goal is to let player choices drive the engine rather than the dice.
Too many "solo-games" are just engines that run based on the RNG and player choice takes a back seat. This creates "fun-once" games.
The "bonus" press-your-luck RNG based option on each event provides a risk based element to the otherwise more clear cut choices.
Interesting I have not come across either of those yet in my searches for this type of game. I will check them out!
Thanks everyone, for the feedback so far! I would also love to hear how you might use this in other games.
@BHFuturist