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If playing through the natural progression of the above gets boring for you quickly that's just how it is. Games like this can only borrow from other genres so much in order to spice things up.
Would you mind sharing some examples of what you mean by this?
Quickest comparision is e.g. Mystcraft, where you have a decently complex mechanic to craft "Ages" (like this Realms). Build them greedy or make mistakes and the Ages would be more dangerous, hostile or outright instable. Instability means that the Age would crumble away. Give players tools to stabilize a realm and you have an advanced mechanic - e.g. to stabilize or rush.
Social/faction mechanics would also be neat to have. Multiple factions in a realm - help them vs those to access their support/trades/etc.
Randomly generated POIs and dungeons should be a must have in 2024.
TL;DR I don't like deceptive journalism (which that hardly qualifies as). Nothing against you, Teckis. You were trying to help. TY
I think this is a good idea. I do miss Faction based content in games. It's a nice touch to allow the player to pick a group of NPCs to support and deal with the consequences.
I think the Major Cards that they've created so far certainly appear to be on a path toward varying the manner in which the player interacts with the realm that might end up coming close to this.
The realms themselves are obviously just random maps with randomly scattered prefab-POIs. Like an empty Ubisoft open-world
Pretty much style over substance? And a huge missed opportunity?
Sure, not all the of the Minor Cards seem equally useful but I wouldn't say the effects are mediocre.
I think it's a bit early to conclude any missed opportunities without at least seeing one or two rounds of content updates in those areas to see what kind of vision they have for it.