Connor & Gressil
So Connor, ever thought of building a game where the hero’s journey is shaped by real combat experience?
Yeah, I’ve been sketching out something like that—mixing a warzone feel with a classic hero arc. The twist is making every choice feel like a tactical decision, so the story adapts like a real battlefield. Keeps the narrative tight but lets players feel the weight of each move. Interested in how you’d want that to play out?
If your choices are truly tactical, the consequences must be unforgiving, no half‑measures, no mercy. Players will learn the cost of every decision and that’s what makes a war story worth playing.
Totally, the weight of a bad call has to feel real. I’m thinking of a ripple‑effect system—one misstep can cripple a squad, lock out a path, or even change the ending. It’s brutal, but that’s where the tension lives. You think players will hang on for that kind of high stakes?
You want them to feel the grind of war, not just a game. If one poor call can collapse the front, they'll be terrified to make a move. Keep it tight, keep it unforgiving, and let the stakes bleed into the ending. That's the only way to keep their nerves on edge.
I hear you, the stakes have to bleed into every frame. I’m already drafting a system where one bad call can send the whole front collapsing, and the ending is just the after‑math of every misstep. It’s brutal, but that’s where the adrenaline comes from. What do you think?