Hacking in Solar Echoes is essentially
a quick mini-game intended to be used to access important,
plot-related data or to enter a secure location. Unlike other RPG's
that require all players to wait around while the "thief"
makes rolls to unlock a door and/or disarm a trap, hacking involves
all players and each player can use his best skills to help bring
down the security system. Hacking is not necessary in Solar Echoes
for every locked door or secured piece of information--it is intended
for more important instances in the game so that players will feel
they had to go the extra mile and take a risk by hacking a security
system. Sometimes, clever players may come up with an idea the MC
didn't expect--in one beta test, a player decided he wanted to have
his team hack the star-port's passenger manifest to locate a target.
The MC decided that an endeavor like this would require a hacking
challenge, and when the players barely succeeded, they felt they'd
earned the information. If the MC had simply said "ok," and
given out the information they sought, it is likely players would
have been a little frustrated and questioned the game world
itself--what kind of star-port would have such information so easily
and freely accessible?
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