jorb wrote:
- Realism: They have vaguely realistic mechanics. E.g. animals need to be tended.
- What is the alternative? What types of good and well-designed challenges can we present that can serve to make resources valuable?
Hey, since I made this post about cheese, animal husbandry, and steel you've made changes to the first two to make them not suck to do quite so much. To varying degrees anyway.
I applaud those changes and I think they've made the game substantially better for the employed while preserving the constraints on availability of the related resources. The lack of the fail state for not checking at the end of the timer hasn't killed the game, flooded the land with cheese from horizon to horizon, because these processes still take a long time to complete even without the fail state.
The lack of the fail state merely allows folks who prefer not to bit the process to still be able to complete the process, albeit slower and less efficiently, reducing the incentive to not to solve problems. This aids in realism, as I am unable to manifest a new human person to mindlessly follow my commands when I am presented with a difficulty in real life.
Anywho, this logic tracks for all such mechanics. Why not experiment and remove the fail state for silk and steel, too. Folks who bot the process won't be able to do it any faster than they can presently, and people who have families that miss them can participate meaningfully in their villages.