Uninteresting core gameplay is as dangerous for a new minigame as overcomplicated core gameplay. It's a balancing act.
Your point is a valid one, I'll give you that, but I believe mine is just as valid. ATMunn, make sure that if you decide to add more mechanics, make sure they continue to direct focus onto the core gameplay of space dogfights. On Wed, Oct 17, 2018, 07:36 Kerim Aydin <ke...@u.washington.edu> wrote: > > > On Tue, 16 Oct 2018, Reuben Staley wrote: > > The best way to combat Boilerplate Syndrome is to add interesting > gameplay. I > > don't know where you want to go with this so I'm just going to throw > some of > > my ideas here and leave you to be insprired. > > I think you need to be very careful here - too many bells and whistles at > the beginning, without focus on core game play, is what hurt Land out of > the > gate. Make sure the basic mechanic is both working and strategically > interesting (playtested) first. > > >