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How is this meant to be played? I wouldn't even mind starting a complete new game after each ambition, but then this clashes with things like Titania, which are meant to be completed across multiple playthroughs.
I don't think it adds up.
Likewise, I'd sort of like the option to have a new map generated if I wanted to try a new layout or just redo the exploration part.
Also baffled that they did this without even offering the option of a full reset. I really don't want to start the game over from 0 just to see the other side of some stories.
all this game needs at the end is few check boxes like reset stories, chart and re-randomize the map it would improve the game considerably
(off topic but some of choices like titania and factions need more clarified information of what the benefits are. as example in titania i have two buildings that give boon but im able to choose only one of them making the other building waste of space)
We consider it a problem, because games like these, with branching story lines, incentive the player to play through the game more than once, to experience all the different outcomes.
E.g., I'd like to see how the future of an officer turns out, if I make different choices.
I fully agree that it was annoying in Sunless Sea to restart the game essentially completely after every *death*, however that doesn't mean I don't want it to completely reset when I have reached an *ambition*, because that marks essentially the end of that playthrough.
If I start a second playthrough of Baldur's gate, I obviously don't want to play in a world in which all the previous choices are still 'recorded' either, do I?
Whether or not something makes sense doesn't necessarily make the basis for a good gameplay mechanic.
Just a few examples, where "making sense" would make the gameplay worse: If you want the legacy system to make sense, why would your new captain keep the experience that another captain made? Why would the officers still be alive in the first place, if the train was e.g. destroyed? Why can't I just buy a map of Albion in London? Surely they must know where the workworlds are located? How can a single captain change the balances of war?
Fact is, gameplay wise the following decision were made
1) Focus on branching story lines that incentivise re-playability.
2) Focus on exploration.
3) New captains after finishing an ambition can no longer explore the map, nor see other parts of the storyline.
These 3 design decisions simply don't work well together.