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I hard disagree with this particular point. Gloria's warning is by far one of the worst worded conversations in the entire game. First, she tells you that conservatives don't like your privatization plan, particularly privatization of education and healthcare. Fair enough. If you probe her a bit more, she tells you to not even think about privatization of SSC and healthcare. Ok? Before the conversation ends she says that conservatives won't tolerate privatization of SSC and Nedam. Huh?
As a result the same character gives you three contradictory takes on the same subject. If you play the game for the first time you can interpret her words in several different ways. Maybe you should only privatize healthcare if conservatives are so much against privatization of state corporations? Or maybe you should only take Nedam? Or maybe you can take both SSC and Nedam if you don't touch healthcare? The value of all three is vague. It is hard to tell because Gloria in all three cases speaks in absolute terms, instead of hypothetical terms. If you play the game repeatedly with trial & error you know she basically says "if you take Nedam, but don't touch SSC and healthcare it would be fine". On the first run you don't know, you have to guess.
Presidents should not guess. They should not guess what debt is alright and what debt is catastrophic. What level of minority tension is alright and what is a rebellion. What megaproject would bring more money and what wouldn't. That's not how it works IRL. Departments exist for a reason. They crunch numbers, organize reports and provide executives with statistics, surveys and projections. That hard information is used to make decisions.
If that's impossible in the game, at the very least Gloria should say in actual no uncertain terms something like this: "Anton, conservatives are generally against privatization. SSC and healthcare are particularly touchy subjects. If you touch either of those, you would lose my support and probably support of others. As for anything else... Well, some people of my wing are more militant about privatization than others. Proceed at your own risk". Same message, but it is less contradictory. Now you know for certain that you should not touch SSC and healthcare, but you can touch Nedam. It is still risky, but not too risky.
Exactly, the game does not provide you with clear information on what you are doing. Which happens too often.
I believe we are talking about two different subjects here. Rulers can't predict everything of course, especially something long-term and abstract. Like how public opinion is going to shift regarding their policies. But rulers can and do gather information on concrete and immediate matters. Like whether building one megaproject would be more profitable than another. It is something you can predict and plan for with high certainty because there is hard data to back it up. Ever since bureaucracy was invented, rulers don't blindly guess.
Bringing this back to the game, what I really want to communicate here is that a player does not have the option to clarify what other characters mean. In Gloria's example above, it makes sense that she would want to intimidate and maybe confuse Anton on how privatization would go. The problem is that Anton just takes that information and does not clarify it. He listens to three contradictory information bits from Gloria, stands up and leaves. Realistically, he would spend hours there, charming, bullying or bribing Gloria to make her spill the beans on what exactly would it take to get conservative support. Then he would double check that information with Lucian to make sure she says the truth. Only then would he make the decision on privatization.
This is not the speculation about the grand scheme of things and complex predictions about the future. It is a concrete matter that can be investigated thoroughly. Sadly, the game does not have this option. You have to make decision blind. This is because Gloria and Lucian are the only two characters who provide any information on privatization, and both speak vaguely. In addition to Gloria's three takes, Lucian proposes a fourth, minority privatization of SSC and Nedam as the safest option. Why is it the safest option? What conservatives did he contact to know this? How does it work with Gloria's threat not to touch SSC? For no reason Anton has to guess in situation, where he can just ask few people and get a straight answer. It is really only a matter of changing the wording in dialogue.
Maybe I'm just falling into the dev's big brained trap and drawing too many parallels but I'm pretty damn sure Eastern Merkopa is in many respects analogous to much of the western hemisphere circa 1950-1960. And that's okay, it's still a compelling narrative. Now I think it is totally reasonable to argue that the game is not allegorical and in no way reflects the dev's opinions on politics, fictional or otherwise. However it seems like a weak answer to say that this cold war between a communist bloc with a big red banner and a capitalist bloc with a familiar blue logo is just totally made up. Obviously that's a surface level observation but I am not here to write an essay.
Besides that I agree with the other criticisms, I was quite positive about the game before 2.0 and I appreciate the new content from a narrative perspective however the new economic system is grating and more nuance regarding Monica would be appreciated if another update of this scale is ever to be considered.
A young Anton who joined the Young Sords, is a hardcore Sollist or Nationalist, needs a different wife, or just leave him single or something, because Monica makes no sense for this type of character. I really don't understand the logic here. You even added a totally pointless new option to tell her upfront you don't care about her issue at all, and it gets brushed off with the cliche "I thought you would change" answer, which, honestly is just a fairly ridiculous thought process.
You married a blatantly traditional man, who was in the borderline terrorist group Young Sords, who told you outright at the beginning they don't give a rip about your cause that you've dedicated your life to, and when said man lives up to the principles and morals he had when you met him, her excuse is "I thought you would change"? Yea sorry, that dog just doesn't hunt and I'm not really sure what you expect me as a player to take away from that, because I somehow doubt you want me to interpret her character as mentally stupid for marrying someone like that to begin with.
To be clear, this isn't a "Monica sucks" post. I don't think she sucks, I think she's interestingly flawed, just like everyone else in the game. But honestly, I can't hand-wave the cognitive dissonance of a radical feminist marrying someone who is basically her sworn enemy, and I don't understand why you added a new option in the prologue that changed literally nothing. I understand the game is a very complex web, and branching paths are an absolute nightmare. But this honestly makes zero narrative sense unless your entire point with Monica is that shes basically Hillary Clinton, who only married someone for clout and her own selfish goals and just played along until her time presented itself. If that is indeed the point of Monica then never mind, her marrying someone she should despise makes total sense. If that is in fact NOT the point of her character, then it simply makes no sense, and is imo a narrative flaw in the design. Granted, you probably don't have the resources to fix this right now, but I seriously hope you keep these types of inconsistencies in mind for the future. Thanks.
I.E. example i was following the hard shrew democract run guide and the results for the consistution if you followed the guide is 169. however in my game i got 10 extra votes and i really dont ♥♥♥♥♥♥♥ know where i got it from.
10/10 guides will have in the comments "i didnt get the experience described in the guide" because they probably picked dialouge trees that the guide didnt go over.
when you have a game where a majority of the players think the dialouge trees dont have weight because they dont feel like they do anything and believe its all down to bills, reforms, and budget things and then make guides based off that belief making 9 out of 10 guides useless then something went wrong with explaining to the player the core mechanics of the game.
honestly what could fix it in my eyes is you get a tooltip of antons popularity/willingness to follow with his plans in the government. you click on it and it shows how many seats currently are willing to vote and then with each new path you can check it over and see if you lost or gained seats and then you could have something TO ACTUALLY COMPARE from before and after and think on ur choices and go "so saying or doing that made me gain and lose from these parties." but rn it feels like too many shots in the dark. Also the economy bar is a total joke an actual government would have so much more data on their current economical situation then green line go down, green line go up. They would also probably have data that points to "these types of projects made the most money, or these types could synergize well."
as the president you shouldnt have so little information to make educated attempts on trying to do your playthrough. There should be unknown situations but there should also be just as much info so ur not just swinging wildly.
Also, It's bad enough dealing with obstructionists in the assembly and court who, lol, will sometimes block bills Symon is proposing and ironically trigger the great depression and blame the president. Felt no pity for Sordland on that run when Rumburg destroyed us. Anton shot himself in the head like any sane person would do after all that ♥♥♥♥♥♥♥♥.
Thats exactly what I tried and failed.
Imposing 2020s country politics logic to a game inspired in a fictional 50s universe is very rigid "sim" perspective. As our reviews and our real political connections tell, Suzerain is much more than this.
We are engaged with politicians on different levels to discuss the game, to get advice, and to learn from practice.
As a recent purchaser, and player of your game without any preconceived notions, or bias, I want to take the opportunity to give my opinion on this quote, and how it interacts with the game experience itself.
Real world politics are the only logical basis of information the player can draw any semblance of experience from.
As a new player I felt immediately engrossed in the narrative, and the perception of political agency.
I had the unique opportunity of challenging myself to roleplay as the politician I would want to have representing myself. Via this, I had committed myself early on to avoiding corruption at all costs, passing democratic reforms, heeding the experienced and valuable opinions of my expert advisors, and self-sacrificing my own determinations of what would be best for Sordland in the interest of deferring knowledge I lack to those in a position to have such knowledge.
In my opinion the best leader understands where his shortcomings are, and decisively collaborates with a team to make the most appropriate decision possible.
I was thoroughly enjoying my experience progressing through the game in a logical, and pragmatic manner until specifically after the meeting discussing the EPA with Iosef, Lileas, Lucian, and Deivid. Following this, and my discoveries discussed later, I will be walking away from the game on my first playthrough ~halfway through chapter 3.
I had selected defense a priority for my administration based on the tumultuous history of Sordland, which also aligned well with the eventual threat from Rumburg. Upon discussing the defense implications of relaxing the regulations on energy security, the cabinet members came to the unanimous conclusion that my decision to forgo relaxation of the EPA was in the best interest of the country, and therefore the most pragmatic decision. While this directly opposed my market economy strategy I had laid out, I had determined that keeping my campaign promise of "defense" was a more essential need given the ongoing geopolitical crisis of Rumburgian sword rattling. Iosef even furiously slammed his hands on his desk making a point about about how essential it would be to retain energy independence during the crisis. I walked away feeling good about this decision, as it made logical sense, along with the UNANIMOUS approval of my cabinet members.
Down the road, I have come to discover that my decision was the "wrong" one, and Sordland actually has a system in place to ensure energy security up to 49% foreign investment that NOBODY mentioned. Literally every word of advice from my expert cabinet members was not accurate concerning the "threat to energy independence" relaxing the EPA posed.
This is when I went to forums, and guides to review my choices, as I felt like I had made a cognitive mistake in interpretation, and completely lost my agency to make informed and accurate decision concerning the fate of Sordland.
Upon reviewing the "correct" decisions for my goal path up to this point I realized I had made a series of errors, not in judgement given the information available, but in picking the concealed (hidden to increase the "thrill" of the game) golden path to success.
In addition, the meeting with Marcel Koronti absolutely reeked of someone looking to take advantage of my presidency through passive threats. Upon reading guides, Marcel is actually an extremely amicable acquaintance who heavily devotes himself to Anton, and his "gentleman's agreement" is in no way detrimental to Anton's administration.
At this point I began to realize the convoluted nature of the text I was reading.
This is where, when I read the above quote it truly resonated with me that no matter how hard I tried, no matter how diligent I was as a leader, no matter how committed I was to making the "just" decision, it truly did not matter for the sake of keeping the game "thrilling" because "Sordland’s politics and fiction are bespoke".
You could honestly replace "bespoke" with the word "convoluted" or "nonsense" in my humble, and fallible opinion.
I would have been utterly thrilled to spend 40+ hours on my first playthough delving through as much "bespoke" lore as you wanted to throw at me, absolutely nailing my decisions, leaving me with a sense of pride that my hard work and diligence had paid off. To then start follow-up playthroughs testing other paths, making silly mistakes to see the chaotic outcomes, and experiencing failure knowing I had the authority to make it right if I wanted to.
Instead I have learned that details are purposely left out, decisions are purposefully murky, and unexpected, and illogical failure is essentially mandatory.
Unrelated, I wish Anton had the capability of making pro-active political maneuvers. I.E. Start infrastructure projects of my own accord, call an emergency assembly following a crisis, delegating tax cuts to struggling populations, or sending my cabinet members out into the field to do grassroots research on essential issues.
IRL politicians may love your game, but at the end of the day, us average Joe's are the majority of your customer base.
Let me say this as a final point though; what you have done here with this game has honestly scratched an itch no other game in history has for me. I sit here pouring my thoughts into text due to extreme passion awoken by your title.
You have something very special here, and I wish the Torpor Games team all the best.
Thanks for the deep dive and for your Suzerain insights.
You dove headfirst into the moral complexity of Sordish politics, and we’re all about it. Playing as a virtuous leader, dodging the murky waters of corruption—it’s a bold move, and it’s fascinating to see you embody this role, embracing the intricate dance between ethics and power.
Your feedback, especially on the EPA twist, shines a light on the delicate balance we’re trying to strike. It’s a bit of a juggling act—mixing narrative surprises with a sense of logical cause and effect. And hey, we're taking notes on making sure players like you don't feel sideswiped by the unforeseen outcomes of decisions that seemed right at the time. Think of it like a reflection of real-life governance, where clarity is as rare as a quiet day in politics. The advisors in Suzerain offer a perspective, not the gospel, and sometimes you gotta make that call that no one else gets—a call based on your values, the needs of Sordland, and sometimes, a little bit of gut instinct.
Guides can be hit or miss, so we echo your sentiment—trust your instincts. That first playthrough? It’s sacred. Let it be all you. With over 450 choices, and many designed to be proactive, it’s about feeling the impact of your leadership over time, sometimes in ways you might not expect. This is where we and other games are differing heavily. We won't show the potential paths you could take. We try to make you feel and understand them from a limited and biased perspective inside the game world.
The game presents biased sorts of information about all sorts of things. This is meant to simulate real life perception bias. And Marcel Koronti, what a character, huh? Moral choices are the game's beating heart, where you grapple with ideals, and sometimes, there's no clear win. It’s less about the binary and more about what you stand for.
Now, about being more proactive in the game – we're on it. With the Kingdom of Rizia DLC, we’re testing the waters with new features like Royal Decrees to give you more authority and pro-activity in decisions. We want you to feel like you're calling the shots as King and shape the story.
We're always here, fine-tuning the mechanics and narrative threads based on what you and the community share. Your passion’s infectious, and we can’t wait for you to see where we take things next. Keep laying it on us—the good, the bad, the ugly. Your voice is helping shape the future of Suzerain, and we’re loving every minute of it.
Catch you in the corridors of power!
I'm probably in the minority on this but your answer just really rubbed me the wrong way. You basically discounted all of their criticism then threw in a paragraph about how important criticism is to your process. Ironically enough it was a very political statement that said a lot while saying nothing and managed to throw in plenty of self-aggrandizement along the way.
I have no idea how accurate the criticism is because I came here to see if the game was worth the current sale price, and conversations like this inform that decision. This answer is really what pushed me off taking the leap.