dcfedor
Blue Bottle Games
CYOAs are weird in multi playthrough game. It's fun the first time you encounter one, but with consecutive gameplays they become reward farms. Look at Stellaris - despite having enormous amount of scripted events, after some time it's just skimming through answer buttons. Analogically, ATM even Ostranauts has this career event, when "Hack them" just yields ~3k credits every time and I don't even remember what was it about.
I think this does a good job of explaining my concerns with leaning too hard on CYOA in future game designs. NEO Scavenger's primary content delivery was via these. Some 150k+ words at last count. And it took a week or more to do each encounter which was, at a guess, 5 minutes of player time to consume each.
I suppose if my games were meant to be played once and dropped, this might be okay. But if the CYOA becomes a wall of text you click to dismiss and get stuff from, I can probably spend time on more rewarding system development. (And, crucially, still make those systems deliver interesting lore or content.)
I can't wait for Neo Scavenger II
It'll be a while, but I do plan on making it!
As for "how does this future event sim system work under the hood?" We'll have to see! A lot will depend on what things I can leverage from existing systems.
But with what's there now, I could already see the game deciding "now would be a good time for some tension, as it's been a while since the player had anything challenging happen." It'd then look through some bag of tricks, and try to find something that fits the player's game.
Did the player piss off a manager on K-Leg in their career history? Let's spawn a headhunter in a ship, loosely tracking the player across the System. If they catch the player, it becomes a negotiation (social combat) or an actual fight.
Did they skip town without paying port fees on Tharsis Landing? Better not try landing there again, or they'll impound your ship. Cargo and all. Time to pay up, sweet-talk an official, or maybe even break/hack into the impound?
Likewise, did the player just get mauled by an overzealous local authority ship? Maybe the game decides "now is a good time for an olive branch." Search the player for an ex-lover with good relations, and they just happen to be in the neighborhood (i.e. spawned nearby) for a lift?
Like I say, this is mostly conjecture until these systems are fully running. But if I can pull it off, this is how I picture it working.