FD has been using CG as moving story forward with as many player's involvement as possible. It isn't perfect, I see it as rudimentary at current form, and don't get involved much although I like story pitches written for them lately. There is valid criticism as more players get involved CG they tend to become grindy as players want to get their reward level to make it worth while. Also players with less time might feel not being able to contribute in any meaningful way.
I personally see community goals - I would like to rename them as pledge campaigns or something less outside of the game, but that's not a deal breaker - solid way to bring players together for galaxy changing story. But there are many issues - both low and high lying fruits - to solve before it becomes sort of favourite thing to do for everyone.
My wish list for CG improvements in general are:
* Better user interface - current spreadsheet UI approach for it does not feel good at all. I would like to see round pie competition widgets, more emphasis on story behind goal, less on rewards;
* Make rewards more interesting - this is tricky one, but allow for various different rewards and reward levels. Allow someone who plays a bit more casually for some lower reachable reward tiers with less monetary but more interesting rewards;
* I guess it would make sense to play different types of goods play different role in reaching tier of CG and possible outcome. I would like to note that current results of tiers are not visible in interface at all. Make them visible and well explained;
Also for CGs as part of overall game's story - way FD raises story is that we are part of it. CGs are direct way to make us involved. Only one commander will discover Guardian ruins. It is quite impossible to make millions of small mini discoveries as part of the story. That's why I believe that heavily improved CGs can certainly play good role of moving story forward.
I know people still eager to discuss more classic, very single player oriented story telling methods, and it seems FD plans to introduce some of it - although they will be more of mini narratives than game changing stories.
What's your pragmatical ideas for CG improvements?
I personally see community goals - I would like to rename them as pledge campaigns or something less outside of the game, but that's not a deal breaker - solid way to bring players together for galaxy changing story. But there are many issues - both low and high lying fruits - to solve before it becomes sort of favourite thing to do for everyone.
My wish list for CG improvements in general are:
* Better user interface - current spreadsheet UI approach for it does not feel good at all. I would like to see round pie competition widgets, more emphasis on story behind goal, less on rewards;
* Make rewards more interesting - this is tricky one, but allow for various different rewards and reward levels. Allow someone who plays a bit more casually for some lower reachable reward tiers with less monetary but more interesting rewards;
* I guess it would make sense to play different types of goods play different role in reaching tier of CG and possible outcome. I would like to note that current results of tiers are not visible in interface at all. Make them visible and well explained;
Also for CGs as part of overall game's story - way FD raises story is that we are part of it. CGs are direct way to make us involved. Only one commander will discover Guardian ruins. It is quite impossible to make millions of small mini discoveries as part of the story. That's why I believe that heavily improved CGs can certainly play good role of moving story forward.
I know people still eager to discuss more classic, very single player oriented story telling methods, and it seems FD plans to introduce some of it - although they will be more of mini narratives than game changing stories.
What's your pragmatical ideas for CG improvements?
Last edited: