Dev Log #011 — Consequences Matter
This week I spent considerable time thinking about consequences.
If players can commit crimes without risk, the entire system loses tension.
Hospitals, jail systems, injuries, and recovery mechanics are now being explored as possible ways to introduce meaningful consequences.
The challenge is finding a balance between punishment and fun.
I do not want players to feel trapped or unable to play.
At the same time, failure should have consequences that encourage strategic decision making.
Finding that balance will likely take considerable testing.