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Apparently the community doesn't see it like we do.
Ah, I didn't think to look in the bugs section since I don't really consider it to be a bug. Really, it's just the RNG being a jerk.
But, that said, the Cannibalism-related events definitely feel like they need some tweaking.
It feels like people go from sane to insane with no inbetween. In my opinion it would be better if sanity events went in stages. So you could either get a catastrophic event based on one of your current ailments, or you could contract a new one; not both in the same event.
(Note: I am not saying they should go cannibalistic less frequently if that is the balance they want to go with. Only that there should be signs beforehand so we can interact with it)
That's the problem Lemon. That event instantly turns people into a cannibal and make you instantly lose another trek member instantly. It's worst than the one where your explorer just shoots your trek member out of the blue, because you will start to lose other members having them eaten. At least by that point you can prevent it via raw meat. You can calm the arrest event with chocolate.
We don't want it to feel like 50% of the no-sanity events are just the cannibalistic event though. We'll look into the tuning for the next update and are also currently working on adding more variation for the sanity events in general.
I think it is an unfortunate design though, as it is not fun to play with RNG that cannot be manipulated. Especially RNG that can have severe negative impact. There are some articles about good vs bad RNG, and sanity events falls very much under bad.
If events that could occur were foreshadowed (via ailments like cannibalism/cleptomania/etc.) I think some of the bad feeling about hitting those events might be mitigated. You would then either get an event tied to a negative ailment (a known risk), or you could contract a new negative ailment; increasing the spread of disasters that can affect you if you carry on.
(Sidenote: It would be good if the game would convey that resting outside when below 31 sanity can also be disasterous. For example a different coloring on the last 30 of the sanity bar and a tooltip explaining when hovering it)
Thanks for your feedback! I don't fully understand the remark about not being able to manipulate bad sanity events. The whole game and resource system is solely built around you managing your sanity bar and therefore controlling these events. Also yes, we want dipping into the zero sanity area to be a considerable risk. If you have one of those articles at hand I would happily read how they apply to our zero-sanity events.
The design you describe already applies our low sanity event types, which apply when you have between 1..30 sanity points. At a 25% chance a low sanity event instead of a zero sanity event is triggered when on zero sanity points.
There is also already a text about what kind of event to expect when hovering over the sanity bar, but adding more visual segments to the sanity bar is also something that is on our todo list for the next update. I hope that will help more with explaining the system.
There are many articles, and much discussion about this subject. Usually they talk about competitive games like chess (as the non-rng example), card games, dice games or strategy games as examples of different games with varying degree and various types of RNG. I think much of it applies, even though The Curious Expedition is a single player game.
However, I cannot give you one single article that would tell all the truths about RNG in gaming, since everyone has their own version of what is good and what is bad. Search for it if you have time. It's very interesting reading. If you don't, I'll give you an example here.
Simply, good RNG increases the enjoyment of a game; bad does not. As enjoyment is largly subjective, what is good and what is bad will vary from player to player. This is how it affects me: When I roll a 0-sanity event
I don't think it has to be this way though. I honestly believe that sanity events could be designed in a way that is more enjoyable than it is now. Something that feels part of the game, instead of just a last chance on a run you have lost control over. I'll go a bit into what I mean below.
You mean the text saying 'Moslty Good, Neutral, Mostly Bad, Catastrophic'? That's not very descriptive, and leaves you only one choice. Increase sanity, or don't.
Managing the sanity bar does not manipulate the RNG. It only affects whether you make sanity rolls or not.
Manipulating the RNG means that you can make actions before making the roll that changes the possible outcomes you may get. Maybe there are a lot of this in the game already, I don't know. In any case, it is not being communicated, so I cannot work with it.
The really bad events are when someone dies, or someone decides to eat an animal. Those events can break an otherwise great run if it hits someone you really relied upon. In my opinion these events should only happen if you suffer from bad traits that causes them to happen.
A few examples of various traits to foreshadow these catastrophic events:
These are just some ideas to try to convey what I am talking about; ways to work with the RNG other than just managing the sanity bar and roll the dice when that is not an option. Something like this could create tangible links between the negative traits you have contracted and events you get. You'll see a cause and effect, and have something you can interact with to make 0-sanity travel an option rather than a failure state.
Normal cannibals, on the other hand, are like hungry ninjas. They strike without warning, immediately killing and eating party members one after another without any way to stop them (short of dismissing them - and even then, they'll have already murdered one of your party members before you can do that). Aside from stress events, this also makes the "Find missing husband" quest one of the most dangerous quests in the game, because those guys constantly murder and eat your party members while you're in the middle of rescuing them. :P
At the very least, I'd love there to be some sort of "warning" stress event where the character becomes a cannibal without automatically killing someone. Then the player would be given the chance to mitigate the impending murderfest, either with items or by dismissing the hungry party member.
I find it's the runs where things are barely hanging together and have a full breadth of high moments and low moments where the game really shines. And again, you can always just dismiss cannibals from your party. No one is to blame but you if you keep a cannibal around and lose yet another party member. How does the saying go? "If you eat one of my friends, shame on you. If you eat another of my friends, shame on me..." It's something like that... I still remember one of my favorite runs where one of my members got eaten by a cannibal in the second expedition, and then my main character kept having nightmares about it the rest of the game, even though we kept coming in first, he was continually haunted by the horror of what happened. That is brilliant story-telling! So much better than just "I got first place and no one got hurt."
They are all built on the Tragedy mode of story-telling and include lots of chaos and bad things happening. The thing about tragedies that make them compelling though, is that all the bad stuff could have been avoided, but the main character's ego causes him to make selfish decisions that ultimately lead to all the horrors. The fine line between control and chaos is what makes tragedies work, and I feel like this game captures that element perfectly!
Here is how Roger Ebert sums up of Aguirre Wrath of God (one of his all time favorite movies): "Men haunted by a vision of great achievement, who commit the sin of pride by daring to reach for it, and are crushed by an implacable universe."
The Curious Expedition is one of the few games that contain this element in such a direct and pure form, and I would be incredibly upset if it were changed to become more tame and predictable...
Also, I highly recommend watching those films if you haven't seen them, they are masterpieces of cinema, and might help you appreciate where this game is coming from.
I love the game, tho.
That said, if I get to zero sanity, I just end the game. Not because of the degree or type of consequences, but because there is no longer any management of the game. Hitting zero sanity, as it is, should simply end the game, IMO, because unless you are very near the golden temple, there is no reason to keep playing. You are dead.
For the same reason, if you play around a specific gimmick - say the chef - and a random event eliminates the chef, just quit the play through. There is no mechanic by which you can assuredly replace the chef, so your game is now over.
Believe me, I love the game, so I'm not trying to run it down at all, but the lack of progression and the arbitrariness of session-ending events are flaws. I recognize that playing around some gimmicks may be so unlikely to work out that arbitrarily losing isn't really any worse than a normal loss, but (again, eg) losing the chef in a built-in play style should not end the game, and it mostly does.
I do not dislike the unpredictable nature of the game, but rather the "deadend" nature of many events. If there is no reasonable chance to play your way out of an even, then it should end the game - not continue to punish you for playing.
Another example of what I feel is a design flaw in an otherwise brilliant game, is the binary nature of many events that would not, in any real world situation, be binary. The "arrest" event, where you must arrest one of two of your compatriots - I don't believe that event has ever fired and arresting one of them felt anything like natural to me. In general, if there are only 1 choice to be made from among only 2 options, I feel the event is flawed. It's an illusion of choice. It's a 50/50 event that hopes the player feels as if they are participating, but they really aren't - and this is egregious because the events fire more or less randomly. If there was a mechanic to avoid the event all together, then the event wouldn't be a bad thing. But if the event itself cannot be gamed by either "choosing" a path to avoid or intercept it, then it should not also itself have no means to game the event.
I guess the ultimate problem with the game is that, even when sanity is high, there is not a feeling of choices and consequences because so much is determined randomly. This would not feel bad if there were actual paths out of all events, but there aren't.
Again, sanity is high, you only recently picked up an expedition member, there is no history of problems between him and anyone else, there is no reason on the character's screen to believe they have any chance of firing a negative event with anyone else, and BAM - you must arrest him or another party member.
Feels bad, man.
I think this is much less of a problem when sanity is at zero - but it's still a problem if there is no viable way forward. Because the sessions are so short, losing all of your comrades essentially means losing the game, so even if you yourself make it out, you get more satisfaction by simply starting over and trying again. If there was progression - if you could play the same character again in a new session - then at least surviving, even when coming dead last in the "competition" - would have value; a catastrophic event leading to ending an expedition with only yourself and zero equipment feels like a harrowing escape, not a delayed end game.
And part of this game is filling in the story gaps yourself. It gives you room to make up stories about why these characters are getting into a fight. Keep in mind that each time you move, there are multiple days passing by, which is plenty of time for arguments to start...
Also, if you are putting all your eggs in one basket by investing everything in one character, that is your choice, and you should make that decision knowing what the consequences will be if you lose that character. I don't see why that is a problem. And it's also not impossible to come back from that situation. It's just harder.