Post by PwnLaw » Mon Sep 24, 2012 3:34 pm
You guys want to know a secret?
An upgradable Wheel of Fortune was the first thing I designed for PlayMesh. I made each tile upgradable on the Wheel so you can gain all sorts of shenanigans prizes (mass resources, gold, fighter jets). It was epic. Too epic. We realized players would stop upgrading their City Hall in favor of plowing all of their resources into the Wheel so we decided to mothball it.
Sometimes, late at night, I'll open that Wheel of Fortune spec and dream. The simple fact is that it adds an element of randomness to an otherwise deeply strategic game. I don't necessarily object to that fact, but if the rewards were valuable and scaleable into the late game, there is certainly the potential for abuse. It also doesn't advance the state of the game much, which means I'd be prioritizing something I think was cool over something I think was useful (like multi-city management).
You guys want to know a secret?
An upgradable Wheel of Fortune was the first thing I designed for PlayMesh. I made each tile upgradable on the Wheel so you can gain all sorts of shenanigans prizes (mass resources, gold, fighter jets). It was epic. Too epic. We realized players would stop upgrading their City Hall in favor of plowing all of their resources into the Wheel so we decided to mothball it.
Sometimes, late at night, I'll open that Wheel of Fortune spec and dream. The simple fact is that it adds an element of randomness to an otherwise deeply strategic game. I don't necessarily object to that fact, but if the rewards were valuable and scaleable into the late game, there is certainly the potential for abuse. It also doesn't advance the state of the game much, which means I'd be prioritizing something I think was cool over something I think was useful (like multi-city management).