End Game Content!
One of the things that Glitch was struggling with throughout its run was having bigger goals for Glitchen to aim for. It only took a couple weeks or maybe a month of fairly casual playing to do everything there was to do in Glitch. Your tower and house would be built and settled, you'd have mined rocks, harvested trees, nibbled pigs, and teleported all over Ur!
So what are everyone's ideas for keeping Eleven interesting in those later stages? Of course we have all the fun emergent gameplay that we all loved, the resource routes, tower museums, tower restaurants, secret missions written on notes, and personal hoarding goals. But what do you want to DEVS to be doing to create more gameplay in the far off future?
Do you see the future of play in imagination cards? Creating ever more expensive cards for Glitchen to work toward? Or do you see the endgame as a complicated storyline where players have to work together to keep the giants asleep or some such overarching plot that later game players could participate in? Or do you see the endgame as a big imagination and resource sink geared toward creation/activity in some way such as bringing street creation back or using resources to defend Ur from the rooks or some other source of conflict.
Give me your best discussion ; )
So what are everyone's ideas for keeping Eleven interesting in those later stages? Of course we have all the fun emergent gameplay that we all loved, the resource routes, tower museums, tower restaurants, secret missions written on notes, and personal hoarding goals. But what do you want to DEVS to be doing to create more gameplay in the far off future?
Do you see the future of play in imagination cards? Creating ever more expensive cards for Glitchen to work toward? Or do you see the endgame as a complicated storyline where players have to work together to keep the giants asleep or some such overarching plot that later game players could participate in? Or do you see the endgame as a big imagination and resource sink geared toward creation/activity in some way such as bringing street creation back or using resources to defend Ur from the rooks or some other source of conflict.
Give me your best discussion ; )
Comments
Street-building! I never got to participate in street building, but there's a little part of me that wishes they'd release just Groddle Island for beta and make us build the rest from scratch -- unlikely, I know, but the idea of the whole community literally rebuilding Ur in-game as the devs have rebuilt the game itself is appealing on a symbolic kind of level
Personally id prefer more skills to be added as well as new lvls , in addition to the skills we have now more new skills would likely be recreational and not basic skills. The lvl 111 seems to be the perfect max lvl IMO. But we need more ways to spend img. Going back to the temples idea could donate img to them, or could have high cost location cards added to the shuffle deck, or higher cost skill cards , or high cost home street yard items, could have a way to gift small amounts of img to players below a certain lvl
Street Building wise, feats took the place of it but the mechanic to build streets was incorporated into house and tower building. Could add a section to the forum for tower/house supplies to build donations, same would go for Group homes. In a way its a bit begging but on the other hand the community tends to like to help out when they can
Like, say if there are temples. Once a year (two months real time) you'd have to contribute iMG and materials associated with the giant to maintain the temple and help "reimagine" it. Maybe the top 3 contributors get to determine some aspects of decoration inside the temple using the same system as the houses/towers. Expansion, and new types of furniture, upgrades and decoration options would be available for temples, unlocked with greater contribution by the congregation during the holiday, greater rewards for meeting three levels of goals, as for feats. Maybe those top three get the title, "First Mabbite" or whatever for the year.
If you fail to meet your goals, then the temple gets a little less expanded, maybe some furniture or decorations become unavailable until next year.
You could imagine something similar for group locations, except make the group owners get decoration permissions, or make deco permissions assignable to membership levels in the group admin tools.
p.s. The temple idea is great.
Holiday wise itd be nice if eventually every Giant should have something official done for their holiday. Some of these there are not a lot of ideas for and they will only last about 2 IRL days most likely, others there are a lot of ideas for. Whatever happens they all need something official added. A item only craftable on each holiday would be nice as well. A full Eleven/Glitch year was somewhere around 2-3 months in length, so missing some holidays and some of them being short really cant be helped.
Feats wise - silly feats, crafting feats, harvesting feasts, donating feats, as long as we have a huge variety of what they contain anything is fine imo. The silly ones were my favorites like the sayings ones or the dying one, least favorite was the rock donation one but anything works as long as there is variety. With feats you arent going to please everyone and some will be more catered to everyone some to high lvl players and some to low lvl players,.
Also, about the priesthood, @flatearther in the Slack #global chat mentioned that giving away iMG would be a neat thing for higher level players to do -- I think that'd be a nifty feature for the priesthood idea. It's "blessings". I love the idea of having temples to the giants too -- the temples would require constant maintenance, of course, but what if they had a higher risk of Rook attacks?
Group Halls/ Club Houses/ Guild Halls something along those lines, somewhere in the forum it was said they wanted to add those at some point if possible but its a very very long way off.
Feats were fun and the more varied the better some were better than others of course , but leaderboards and competition periodically was a fun thing to have.
End game wise the more ways we have to spend img, and the more creative/fun things to do is best. So more mini games, more creative things, music, art, whatever, anything fun to keep us busy so to speak
Could add more achievements too on top of what we already have
In terms of continuing play at the higher levels, I don't think that levels should ever end. It would be good to give less rewards for reaching new levels the higher you go or to give something other than imagination like maybe a doll or collectible.
I loved the move to imagination but I quickly ran out of things to buy so it would be nice to have more things to buy with imagination. I would also have been happy to donate imagination to friends but I think it might open things up to new players begging even more than some of them did.
Of the things i listed off most i dont find usable but some i like
building = disciple - below
reredos = redos
erection = erections ( i dont think we could get away with it tbh)
record = records or accordians
niche = nietzsches or niches or nichies
memento = memes
gazebo = gazes
Of these i like the niche & memento options best
What do we think of having different titles for each Hall? ie: The Gazebo of Spriggan, the Font of Grendaline, the Oratory of Cosma, the Tent of Tii, etc?