Difference between revisions of "HotM:Tree Structure Of Chapter Two"

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There are lots of natural curiosities about how chapter two will play out, for people who have played the demo of the prologue and chapter one.  This is very hard to explain well, but I will do my best.
 
There are lots of natural curiosities about how chapter two will play out, for people who have played the demo of the prologue and chapter one.  This is very hard to explain well, but I will do my best.
  
== How Many Times To Play Chapter One And The Prologue? ==
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Fair warning: this will make zero sense if you haven't already read [[HotM:The Structure Of The Chapters|The Structure Of The Chapters]].
  
You're only really expected to play these once, ever.  These are not the start of the game each time you play the game.  These are the start of your FIRST game, once.
+
== How I Describe Project Chains (But They Are Not Really This) ==
  
If you're digging the game and want to play them more, then by all means do so.  There are some folks who have dozens of hours in the game, and 4 to 6 playthroughs of just these parts.  But these are not really all that replayable, in the grand scheme, at least not compared to chapter two.  I kind of figured that people might enjoy playing them twice, maybe, at most.  Glad to see there is more replay value than that in these early pieces, but I suppose don't burn yourself out on these alone!
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When I talk about "10 project chains at launch for chapter two," then it calls to mind this:
  
=== What Happens If I Skip Straight To Chapter Two? ===
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[[File:HotMLinesNo.png|center|700px]]
 +
 
 +
That's not at all how this is structured.  However, at a very broad level, we can squint and call that accurate.  When people are asking for a general idea of the volume of content, this answers their question concisely and clearly.  The goal for a year after launch is to have 40 of these, after starting with 10.
 +
 
 +
But the reality of all this is much more exciting than those boring lines.
  
I'm assuming here that you've finished chapter one at least once.  If you have done that, then there's no reason to skip to chapter two on your existing profile, because the game will just seamlessly move into chapter two.  You can keep your entire city and just keep playing, with whatever you did from the demo, or the full game, or the playtest build.  Saves are forward-compatible.
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== The Complicated Truth ==
  
The only real reason to skip straight to chapter two is if you lost your prior savegame, or you just want a fresh start, or something along those lines.
+
The horizontal lines here are the firebreaks described in [[HotM:The Structure Of The Chapters|The Structure Of The Chapters]].  The individual little trees are individual project chains.  And broadly, each section there are the tiers, although you won't see the words firebreaks or tiers actually in the game itself.
  
In the event that you skip to chapter two:
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[[File:HotMLinesYes.png|center|700px]]
* Your tower is placed in a random-but-reasonable spot for you, but there are no other buildings.
 
* You start with all of the techs unlocked from chapter one.
 
** EXCEPT anything from a contemplation, or anything from intelligence classes 2 or 3.
 
* You start with one each of the three basic androids.
 
* A pre-chosen set of all of the upgrades that you could have done during chapter one and the prologue are given to you.
 
** These may not be exactly what you would have chosen, but they're my preferred picks in terms of what is most broadly versatile.
 
* You'll be intelligence class 1, but you have all of the things that you can use to quickly get to intelligence class 3 within 10 minutes or so of starting, depending on your speed of placing buildings.
 
** That in turn will quickly unlock the other things you're missing, aside from the contemplations content.  The contemplations content are how you titrate difficulty, so they are not automatically unlocked on any timeline.
 
  
During this super-early period of chapter two, if you skipped here, basically not-much will be going on in the city that directly harasses youSo take your time, set yourself up the way you want, and then get off to the races.
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The above is a visual representation of chapter two at initial launchThat is "10 paths," but with the more complicated reality sketched in.
  
== What Are Future Cities Like In The Same Profile? (Story-Spoiler Free) ==
+
=== The Above Already Doesn't Include Side Content ===
  
Without getting into spoilers, you only ever need one profile in the game, unless you want more than one for some reason.
+
You've already encountered contemplations, and you know that those can just be generally-available, or they can appear after certain city events.  They can also be chains in and of themselves.  None of that is actually represented on that complex bunch of trees above.  These side content bits are in addition to the above.  As a reminder, this is a big part of how you titrate difficulty of the core content.
  
After you get to intelligence class 4, you will be able to see the "meta map," which is not called the meta map, but what it's called is a mild spoiler.  On the meta map, you will be able to "start new timelines" of this same city, and you can then switch back and forth between timelines at will.  This part works slightly like the regions feature in SimCity 4, but with some spoilery differences.
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=== So How Does This Flow? ===
  
Every city you're in is the same city, but has its own name and arrangement and things going on in it.  It's not quite a time loop, because you can hop back and forth between them at-willCertain things you can do will also benefit one timeline from another, or harm one timeline from another, or you can isolate certain timelines from each other from how you place them in the meta mapDon't sweat the details right now; it's not that confusing when I'm not being all vague.
+
Early on in chapter two, you'd see 10 overall chains you could start, and you'd do whatever ones you want up to the first firebreakThe world state, not which tree you did, would then determine which of the trees in the second section are open to youIn each little tree, you might have made all sorts of different choices.
  
One big thing that is shared between timelines is your intelligence class.  You will need many cities working together to reach the higher intelligence classes.  But what this means is that when you dive into your second timeline in a profile, you will by definition be class 4 as an intelligence, at minimumThat means all of the unlocks from reaching class 2, 3, and 4 are there instantly in those timelines.
+
The first tree on the left in the second tier might be reachable from four different bottom paths, but using different branches on themA big focus of players on the wiki is likely to be route-planning through this sort of thing.
  
Aside from that difference, you can also choose some extra info about the seeding logic for the city, and you can choose your "machine origin," which affects loss conditionsBeyond that, a new timeline works like starting from chapter two.  All of the other things I said in the section above still apply.  Contemplations, upgrades, and unlocks from one timeline do not pass between timelines.
+
A route might be something like: "Take this tree, betray, then make a deal, then betray againCombine that with this other project chain, and be benevolent twice, then you're in the next tier, and choose this option"
  
[[File:HotMLinesNo.png|center|700px]]
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=== Firebreaks ===
 +
 
 +
Think of each firebreak as ending the trees entirely.  When tier 2 rolls around, I'm not checking what trees you did in tier 1.  I don't care.  What I care about is the state of the world.  If the conditions for a tree are met, go for it.  If not, then you can't.
 +
 
 +
Another way of saying this is, future trees in later tiers are not opened simply by which lower trees you did, but HOW you did them.
 +
 
 +
=== Multiple Project Chains At Once? ===
 +
 
 +
Each of those little mini-trees in a tier is a project chain, as a reminder.  You'll be able to work on at least three at once per tier if you want, but that will be very very hard.  Most new players will probably just go for one at a time, per tier.
 +
 
 +
== Isn't It Impossible For One Person To Create That Much Content? ==
 +
 
 +
Actually, this is my key innovation -- I get exponential gameplay out for you from linear work for me.  It's a bit inherent in the specific structure that I've chosen for how the game moves forward.  It's kind of a halfway point between a simulation game and a hand-crafted narrative game, with the strengths from both.  I hope to see other games also use this, if they think it would fit!
 +
 
 +
Baldur's Gate 3 gives exponential output for you from exponential input.  A procedural game, or a systems game, gives exponential output from linear input, but only certain kinds of exponential output.
  
 +
But of course, the point is not to have you go through an exponential amount of content.  If you want to, that's fine!  But the general reality is that most players who play the game will miss most of the content, and that's absolutely A-OK.  This isn't a AAA game where it's determined to make sure nobody misses any set-pieces.
  
[[File:HotMLinesYes.png|center|700px]]
+
If you play for a healthy number of hours, and have a fun time, and feel like you got to make meaningful decisions that made your route different from everyone else's, that's all I care about.  The purpose of this structure of game flow is to give your choices actual weight and meaning, so that you can see the world change around you in ways that are specific to your choices.  You seeing every possible choice really is not the goal; being able to compare notes with other players, and talk about the crazy differences in your playthroughs, is.

Latest revision as of 18:22, 12 June 2024

Intro

There are lots of natural curiosities about how chapter two will play out, for people who have played the demo of the prologue and chapter one. This is very hard to explain well, but I will do my best.

Fair warning: this will make zero sense if you haven't already read The Structure Of The Chapters.

How I Describe Project Chains (But They Are Not Really This)

When I talk about "10 project chains at launch for chapter two," then it calls to mind this:

HotMLinesNo.png

That's not at all how this is structured. However, at a very broad level, we can squint and call that accurate. When people are asking for a general idea of the volume of content, this answers their question concisely and clearly. The goal for a year after launch is to have 40 of these, after starting with 10.

But the reality of all this is much more exciting than those boring lines.

The Complicated Truth

The horizontal lines here are the firebreaks described in The Structure Of The Chapters. The individual little trees are individual project chains. And broadly, each section there are the tiers, although you won't see the words firebreaks or tiers actually in the game itself.

HotMLinesYes.png

The above is a visual representation of chapter two at initial launch. That is "10 paths," but with the more complicated reality sketched in.

The Above Already Doesn't Include Side Content

You've already encountered contemplations, and you know that those can just be generally-available, or they can appear after certain city events. They can also be chains in and of themselves. None of that is actually represented on that complex bunch of trees above. These side content bits are in addition to the above. As a reminder, this is a big part of how you titrate difficulty of the core content.

So How Does This Flow?

Early on in chapter two, you'd see 10 overall chains you could start, and you'd do whatever ones you want up to the first firebreak. The world state, not which tree you did, would then determine which of the trees in the second section are open to you. In each little tree, you might have made all sorts of different choices.

The first tree on the left in the second tier might be reachable from four different bottom paths, but using different branches on them. A big focus of players on the wiki is likely to be route-planning through this sort of thing.

A route might be something like: "Take this tree, betray, then make a deal, then betray again. Combine that with this other project chain, and be benevolent twice, then you're in the next tier, and choose this option"

Firebreaks

Think of each firebreak as ending the trees entirely. When tier 2 rolls around, I'm not checking what trees you did in tier 1. I don't care. What I care about is the state of the world. If the conditions for a tree are met, go for it. If not, then you can't.

Another way of saying this is, future trees in later tiers are not opened simply by which lower trees you did, but HOW you did them.

Multiple Project Chains At Once?

Each of those little mini-trees in a tier is a project chain, as a reminder. You'll be able to work on at least three at once per tier if you want, but that will be very very hard. Most new players will probably just go for one at a time, per tier.

Isn't It Impossible For One Person To Create That Much Content?

Actually, this is my key innovation -- I get exponential gameplay out for you from linear work for me. It's a bit inherent in the specific structure that I've chosen for how the game moves forward. It's kind of a halfway point between a simulation game and a hand-crafted narrative game, with the strengths from both. I hope to see other games also use this, if they think it would fit!

Baldur's Gate 3 gives exponential output for you from exponential input. A procedural game, or a systems game, gives exponential output from linear input, but only certain kinds of exponential output.

But of course, the point is not to have you go through an exponential amount of content. If you want to, that's fine! But the general reality is that most players who play the game will miss most of the content, and that's absolutely A-OK. This isn't a AAA game where it's determined to make sure nobody misses any set-pieces.

If you play for a healthy number of hours, and have a fun time, and feel like you got to make meaningful decisions that made your route different from everyone else's, that's all I care about. The purpose of this structure of game flow is to give your choices actual weight and meaning, so that you can see the world change around you in ways that are specific to your choices. You seeing every possible choice really is not the goal; being able to compare notes with other players, and talk about the crazy differences in your playthroughs, is.