GameDesign - Informed vs. Uninformed decisions in game
I would like to hear other HayDay players oppinion on this subject, because something that annoys me greatly in HayDay is the extreme favoring of uninformed decisions in the game. I'm curious if other players feel the same.
To clarify the concepts, by an uninformed decision I mean one where we don't know the (exact) outcome of the decision. An example of this is the town customers, who come asking for some products, and while we know that we will get some reward if we fill (all) their requests, we don't know what the reward will be - we may get a valuable red brick or map piece, or we may get a useless axe or tar bucket. The equivalent informed decision would be telling us up front what special gift the customer is carying - then we would be able to decide for ourselves whether we find the "price" worth paying for the gift.
Here's a list of notable uninformed decisions in HayDay:
- Not knowing what gift we will get from town customers
- Not knowing what items they will want in the second and/or third store when deciding whether to fill their request in first store
- Not knowing what voucher we will get from filling jewelry or bar truck orders
- Not knowing what voucher we will get from filling boat completely
- Not knowing what personal reward goals are when doing events
- Not knowing what kind of fish that bites the lure (while some can be recognized by size/behaviour/habitat, many can't)
- Not knowing what items hide in locked red chests
I want to point out here that uninformed decisions are not the same as random features. The WoF is a random feature, the misery gift catalogue is a semi-random feature. There can of course be overlap between the two (you could say that the type of fish we catch is random) but an important point is that you combine the two - for instance, we could have a fishing system where we knew what fish we were catching but still kept the random element of the weight of the fish.
The problem with uninformed decisions are that they create frustration. On the other hand, informed decisions promotes strategy and challenge in the game. For instance, with the current fishing system, if I want to catch an Asp, I need to use a purple (or gold) lure and have middle circle bite. However, purple lure/middle circle also matches Rainbowfish, Bluespotted Sunfish, Arctic Char, Green Sunfish and Longear Sunfish, and neither of these fish have a behaviour that significantly different from each other - and they all live in all areas. So all I can do is throw out a lure and hope for the best. If instead each of these fish lived in distinct areas, they game would offer me the opportunity to actually control which fish I catch - saving me the frustration of losing a valuable lure on a fish I don't need. Furthermore, this would add the challenge of learning which fish live where, which will make the game more fun. Of course, the random element of the weight could still be there, making certain that if I want both bronze, silver and gold weight, I'll need time, perseverance and luck - thus securing the longevity of the game.
Imo. most of the currently uninformed decisions could be changed directly into informed decisions without changing much else in the game. Why can't we know upfront what voucher the truck order or boat order will give me? This will make it much more meaningful for me - I might decide to actually fill a challenging boat order if I know I get a valuably voucher, instead of just sending it away - something that's even more relevant now that town consumption means that 9/10 boats go down river empty. This would make game more varied and more fun. Sure, there are some features that would need an overall tweak, but don't they need this anyway - for instance, who ever pays 3 diamonds to open a red chest that will give you 1 (one) item which can well be an axe or saw? Obviously it doesn't make sense to tell us if a chest contains 5 diamonds and then let us pay 3 diamonds to open it, but perhaps chest prize should be lowered to 1 diamond and then chest also only contains 1 diamond (or perhaps 2 diamonds). Anyway, I'm getting lost in details here ...
So what do you think about the uninformed decision in HayDay - do they make the game more fun, or do they just cause frustration?