Posted: Thu Jun 07, 2007 11:45 am
Colonials Bequest was an awesome game, the only complaint I ever had about it was that there was so much you could do in the game but weren't given much clue within the story and your actions for all those things.
It was only by getting to the end and finding out what you had missed out on that you knew it was there - and (from memory, how old is this game again?) a friend and I ended up buying the clue-book to be able to figure EVERYTHING out.
So I would suggest including vague and subtle hints early in the game (or at correct intervals leading up to some events) towards things you can do. Nothing egregious mind, replaying the game over and over and over was one of the great elements to it
Now that I think about it more, a lot you could find out was in conversation, but you wouldn't have any reason or prompt to ask many of those questions without having fore-knowledge.
It was only by getting to the end and finding out what you had missed out on that you knew it was there - and (from memory, how old is this game again?) a friend and I ended up buying the clue-book to be able to figure EVERYTHING out.
So I would suggest including vague and subtle hints early in the game (or at correct intervals leading up to some events) towards things you can do. Nothing egregious mind, replaying the game over and over and over was one of the great elements to it
Now that I think about it more, a lot you could find out was in conversation, but you wouldn't have any reason or prompt to ask many of those questions without having fore-knowledge.