Originally Posted by
Dyrkonian
You must be kidding me, right?
I was actually talking about the way levels (xp) are related to buildings and thus to the linear scenario. I never thought i would have to explain that to strategy games players, but i'll make it short:
1. The game is asking you to build a shipyard to get your first fish.
2. You build your first shipyard. *DING, lvl up*. Now you can build a kitchen to cook fish.
3. The game is asking you to build that thing to cook fish.
4. You thus build your first kitchen. *DING, lvl up*. You're now able to build another kind of building which will be needed for next level...
5. The game is asking you to build X
6. You build X and level up.
This looks like a painful tutorial to me that you can't skip. 1>2>3>4>5>6... >8? NO! >7>8>9... >12? NO! You don't have the level yet. Go to step 10.
Where's the thrill or the challenge in that? Anyone can follow the quest to next level then wait for next quest for next level...
You might not agree with me, but at least i hope you got my point.
Why aren't we able to get XP (thus levels) by gathering ressources for example? Why are we limited to quests and that linear building list linked to levels? Players need more freedom in what they can do IG.