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DampTurtle

Vintarian
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  1. Yeah, I can definitely understand how this got misconstrued due to me using the word gamification but from what I read of your response we agree overall. I simply referred to what you call realism as gamification lol. This is exactly what I meant, when I say gamification I don't intend it to mean GUIs or Pop-ups, more so interactivity or as RainbowFresh put it: Realism Though, I would like the 'realism' to have a more of a intensity to it so it feels like Stardew fishing even if it's functionally different in it's entirety. I guess I'm saying I don't want to replace a hold-button-mechanic with a bedazzled hold-button-mechanic or press-button-3-times-mechanic with an animation in-between each press; I think making the tasks that we have become more like 'gameplay' would be the better option. This may include requiring some timing, accuracy, or there being failure and/or success conditions to tasks Below hopefully helps a bit with what I'm trying to portray I really like the cutting a wedge idea, I just hope that there'd be an additional reward (like more wood and sticks) for a skilled technique or a requirement for a proper chop so that it isn't just the same chopping we have now just with better graphics/animations I feel like if the VS team doesn't implement such realism/gamification principles in the game it'll just be near mechanically the same as Minecraft just without any GUIs and having animations in-between our button presses/holds. Does that make sense? Or is there something I'm overlooking? I'm also not saying everything has to be fleshed out just more things. especially long/frequently performed tasks
  2. Because its going to take me some time I want to just have a general summary of my feelings and thoughts to your replies I honestly feel like everyone's saying some phenomenal stuff here; and I think we all essentially have the same thought process. We don't want too many 'minigame' like components. Too much and we have a game where we have to manually control the legs, heart rate, toes, blinking, and breathing of our characters to accomplish even the smallest tasks in game; but too little and we have a game where we spawn into a new world, and press 1 button , and have a 200hr AFK farm where we watch wheat grow for the entire playthrough. -So we want a good balance which I appreciate a lot. My question then goes would you prefer anything to be more engaging? If so, what and why? And if not, what and why? This way we can have a consensus on the specifics and ensure you all as well as the greater audience can have the best experience possible. I saw some of you go into detail on the specifics already, as well as come up with solutions for many mechanics; I want those of you who did that to know I will read and give my thoughts to show I value what you have to say
  3. Hey everyone! Thanks for the warm welcome; it brought a smile to my face. I'm really happy this kinda blew up! its been insightful listening to everyone; and i appreciate you all spending time to thoroughly reply to me. I want to reply to everyone it'll just take me a bit of time due to my limited free time.
  4. I didn't think of it at the time, but healing can be gamified too!
  5. The Problem Vintage story has set itself apart from other block-Voxel games through it's goal for immersion. My only question is why stop at a grid-less/GUI-less crafting system as a goal? Mining in many games has been nearly the same since its inception. Stand in front of a block and hold a key. That's it. While, for soft materials, tapping the mining key can be ideal; Things start to get old fast when you have a large stack of hard ore and have to just sit there for minutes just holding a key and maybe slightly moving your wrist. This can get really draining when mining to build is necessitated or incentivized in a game. You get home from work or school looking for some fun in a particular game but instead are made to sit and hold a button for a vast amount of gameplay or else you eventually face punishment and/or die. Then, boom! Time for bed. All you did today was hold a button. A Solution A solution to this problem popped into my head after I was introduced to Stardew Valley. Unlike many AAA titles--leaving fishing up to pressing a button, waiting, then pressing another button (over and over)--Stardew famously gamified fishing in a unique and exciting way that required active player involvement and skill. This could work for a myriad of tasks in vintage story without a menu/GUI. In particular mining. Having the player be punished or rewarded for breaking blocks properly could be revolutionary in the genre. Something akin to hitting Cracks in blocks with the proper tools in order to successfully break it could be exciting with proper thought and implementation. Some proof of this concept working for mining is one of the most 'successful' games in history doing something similar. Although I personally think it could be implemented in a more fun fashion, Fortnite gamifies mining by rewarding players for hitting weakpoints in structures. It ensures that you're not truly interrupted from some form of gameplay to hold a button while staring at a wall. While Faster aiming = faster mining can be a good implementation, there are probably a large number of possibilities as to how mining can be gamified in a fun and immersive way. While I'm sure such a system would require a ton of work; I think it'll be worth it in the long term by helping to distinguish it from other block titles. I believe games are fun in spite of you having to sit there and hold a button not necessarily because of it. So wherever gameplay can be implemented I say it should be implemented. Some Features that could be gamified: Mining Crafting Cooking Fishing Feedback and Disagreement are welcome. Discussion helps ideas grow. PS: I promise this was not written with any AI involvement lol. Credit to Stardew Valley, Fortnite, and Salty Water (Mining mod) for inspiring this idea.
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