Thanks for the reply! I do want to clarify things so that my question is more clear, though.
Of course! I'm not looking for every detail, but rather something more substantial than a list of features to implement. They clearly have an idea of what the finished game is, and the assumption is that game will be out once they finish all the chapters. But I'm wondering what that game looks like. How do all the features they plan fit into that vision? Right now it feels like a collection of concepts that we dabble a little bit into and it's hard for me to know what to expect.
Here there's a bit of terminology that'll need to be cleared up so we can be on the same page. Story refers to what is happening, plot is how its structured (and narrative which is how its delivered). In gaming, the game is the story. What you as the player do, is all the story. So whether the player is reading a lore book or being told to follow a map or choosing to just build a farm and raise animals, that is all the story of the game. So in that aspect, how does the plot-the structure of the game-contribute to the overall vision? While I personally don't find lore books compelling (cool I found a book from panning, that affects me how?) and the idea of there being a guided adventure is neat, there is a dissonance between me playing the game and never stumbling upon an event to "start" the story and the progressively worsening rifts and temporal storms that are more directly impacting my experience. I think if these features are going to exist, then they need to direct how the player engages with the mechanics. One of the first things I started doing as I reached the bronze age was to look for ways to minimize the impact of rifts and storms, and I noticed that I could eventually make a rift ward. This is a really cool way of using the world's mechanics to drive the player to progress in a certain way. The issue is that this just repels rifts. I would love something to help further repel storms, but that then begs the question what is the point of the storms?
The game frames the progression as ascending through the ages, which is a major appeal of the game (it is, in practice, what the game's story is about). I don't necessarily expect it to go beyond steam power, but the existence of jonas tech makes a really compelling mesh of the worldbuilding and player experience. You're telling me that I can discover technology from hidden ruins that'll allow me to completely master the world? That is a driving motivator. But what if the way you obtain these parts and the worsening rifts and storms were directly tied to how you progress through the game? Now, instead of having to go out of the way to do some quest, you are now driven to learn more about this technology to help prepare and get through the world falling apart. I also don't really buy in to the idea of making the story "optional" (especially since you are always experiencing the story just by playing the game) especially when you have a toggle for "pure survival".
I hadn't started this cuz the two hunter traders I came across didn't offer any trades or anything different from other traders (other than the structure being a cool little fort). I'll definitely go back to them and try to see what's up, but that doesn't really change (or answer in that matter) my question (and I guess concerns). I am still quite excited for what the devs add to the game, I just think having a clearer vision will help me and the community as a whole know what to expect (and to make mods to better fit that experience which is really what I'm looking for lmao). Cheers!