Are we talking like minigames or quick time events? How does this manifest to the player? If I'm playing an engineer, am I going to be sitting there playing Simon Says, and then the thing is magically fixed?
TL;DRThere won't be minigames or quick time events; role gameplay should be natural actions on ship systems, some physical like repairing an oxygen bottle, some not, and varying by ship, with details not yet fleshed out.
We don't want minigames, we don't want quick time events. As I said, it needs to feel natural. It needs to feel like this is the obvious thing for that player to do. So take engineer, for example. The way an engineer might go about things is, if we increase the interaction inside ships, maybe we have life support inside the ship failing and you've run out of oxygen or something like that. The engineer might have to walk over to a panel that has an oxygen bottle in it, open the panel, go inside, get this oxygen bottle out, do some actions to repair it. I'm not exactly sure how they'll work. We haven't fleshed that out quite yet. And then they'll go back and put that back in and make sure it's working. And so that's the kind of thing where it's not minigames for a role, it's actions that interact with the ship's systems.
Physicalized.
Yes. Some of them are physicalized. That one is obviously physicalized. But for example, scanning for stuff is probably not physicalized. It's going to be something where you're at a scanning station with a globe that shows you nearby contacts on the radar, that sort of thing. It'll depend a little bit on what the feature is as to how it'll manifest in the ship. But obviously we want some kind of variety.
And the specific capabilities of that ship, because not every ship has a giant globe.
Yeah, obviously. So, for example, a ship that has a medbed might have more gameplay for a medical officer, whereas for ships that don't, that won't be applicable.