Do you think it will improve the gameplay if new goals are being generated by the game over the course of the game?
The Goal Generation system
The game will keep generating new goals for the player to work on in a custom game.
At any time, the player can expect to have 2-3 current goals.
If the player does not like a goal, the player can click on it and remove it. After a short while, a new goal will be generated.
For example, the game may generate market dominance goals of specific product classes, optionally with a requirement of reaching a targeted revenue size on the product class as well.
The game will display these goal icons on the left of the screen so that the player is always aware of them.
(The display can be toggled on and off from the option menu.)
The Skill Points system
Whenever the player has achieved a goal, the game will reward skill points to the player which can be used for increasing the expertise levels of the player character or any of the c-suite executives.
Suggestion: The Goal Generation system and the Skill Points system
- David
- Community and Marketing Manager at Enlight
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Re: Suggestion: The Goal Generation system and the Skill Points system
If you think this is a good idea, it would be helpful if you could suggest how the game should generate market dominance goals.
It would be logical to think that the game should firstly generate a goal based on the player character’s expertise product class. After that is achieved, should the game just randomly pick some product classes for goal assignments or follow a specific pattern in choosing product classes for new goals?
It would be logical to think that the game should firstly generate a goal based on the player character’s expertise product class. After that is achieved, should the game just randomly pick some product classes for goal assignments or follow a specific pattern in choosing product classes for new goals?