tag:blogger.com,1999:blog-898703789069481101.post2452969350269971296..comments2023-07-08T06:28:16.989-07:00Comments on Mighty Vision: Broghttp://www.blogger.com/profile/14185464573529387638noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-898703789069481101.post-84499601530700778902015-09-22T16:51:30.552-07:002015-09-22T16:51:30.552-07:00What if it was randomized, like your class and abi...What if it was randomized, like your class and abilities, somewhat like small world?Anonymoushttps://www.blogger.com/profile/01527608539387384509noreply@blogger.comtag:blogger.com,1999:blog-898703789069481101.post-14905448603803100682015-09-05T08:01:44.964-07:002015-09-05T08:01:44.964-07:00In the case of a board game, like Risk Legacy, the...In the case of a board game, like Risk Legacy, the "expansions" are only gated by the honor system. Everything's in the box, as you say, but you still get the thrill of opening a package, or an envelope, or whatever. Risk Legacy also prompts the players to open certain packages at certain times, but you can do it whenever you like.<br /><br />I don't think I've seen that in a video game before. A screen where all the "unlockables" can be selected and opened at your pace. Certain content IS withheld, at first, to give focus and a tutorial experience. But if you want all the cards, you can just open all the expansion packs (and still get that little thrill of crossing a threshold). Or, the game can prompt you after some condition to open the next pack, for players who either miss or misinterpret the unlockable screen. And, especially if those prompts can be dismissed, you don't rush or flood a player with information they don't want yet.<br /><br />Could something like that work to bridge this gap?<br /><br />- Nick Splendorr<br />@nosplendorrNicholas O. Splendorrhttps://www.blogger.com/profile/15477555653018295552noreply@blogger.com