Change to How Cards are ManagedThe idea of making decisions by playing a word into a missing slot in the story has been core to the game design from the start. Most of the other gameplay elements have been designed around that concept. One element that probably has the biggest effect on how that core interaction works and feels is the number of playable cards, and how you acquire new cards/manage your deck of words.
Old Card SystemFor a long time, the player would discover new cards by exploring and interacting with the world. This had a few benefits, but too many downsides. The three biggest issues were
1: It complicated the story to a point of being unmanageable
2: It encouraged the kind of pixel-hunting-click-on-everything-to-see-if-something-happens that we want to avoid
3: It forced us to generalize the results based on the card category, as apposed to a full-fledged response based on the exact card that was played
New Card SystemThis third point above was the biggest reason for moving to the new system.
Each day, the player gets a pre-determined hand of cards. Throughout the day, the player will be presented with several occasions to play a card/word into a missing slot in the story. Every card in your hand is playable, and
every card has a full-fledged custom result. This result ranges from a written and visual response all the way to a story-branching change.
In addition to making choice results more significant, this change to the cards also addresses issues 1 and 2 above. In scripting the game's story, we now know ahead of time which cards the player will have for which days. And there's no more need to pixel-hunt and worry you haven't collected all of the cards.
Thoughts?Does this sound like a reasonable solution to the issues listed? Would anyone have solved this differently? It's always stressful making significant changes to the game, but for me that's just a part of game development; finding the best version of what the game can be.
So far, the new system is feeling good but we still have a ways to go before it is fully integrated into the story.