Aside from telling the player how to play, our aim is to avoid telling the player what to do. Our belief is that the game mechanics in combination with the level design ought to be sufficient for guiding the player toward the objective.
We’ve discussed the 12th virtue extensively and I think we’ve settled on a very nice way of handling it.
First impressions:
I would have focused on applying the virtues in a concrete context, rather than representing them metaphorically.
The twelfth virtue is going to be ridiculously difficult to handle properly.
The twelfth virtue is achieved by quitting the game and achieving something in the real world.
This works rather well—but only if the game does not instruct the player to do so.
Aside from telling the player how to play, our aim is to avoid telling the player what to do. Our belief is that the game mechanics in combination with the level design ought to be sufficient for guiding the player toward the objective.
We’ve discussed the 12th virtue extensively and I think we’ve settled on a very nice way of handling it.
My credence that this game will be awesome just went up by about three bits.