a "strange phenomenon" pack in the spirit of the SCP-Foundation or Dr. Who
"supernatural" phenomenon which could be dangerous, creepy, useful etc and get placed in the world at random places, spicing up exploration
but also force you to be a bit cautious not to trigger the more dangerous ones accidentally.
the phenomenons themself are completely removed from the usual balance of the game and could be cheaty or overpowered in usual game terms
or just completely different from anything else in the game.
examples of what im thinking about.
(danger, nightmare fuel inside)
Weeping Angels / SCP-173
SCP-087
SCP-106
SCP-294 (not nightmarish)
SCP-1981
i hope you get the idea
yeah, definitely.Flatfingers wrote: I do think there's a reasonable balance to be drawn between "breaking" and "working better." Racing around just keeping a system from falling apart is one kind of thoughtful gameplay -- designing strategies and implementing them with tactical effectiveness to create something new is a different kind of thoughtful gameplay. The balance between these two kinds of better-than-default gameplay will play a large role in determining the feel of the game.
i guess for most of the time we can safely go with "working better" (i've also designed most of my suggestions with that gameplay in mind)
but then, where could we use the "breaking" approach?