tl;dr: I do not agree with Guswut here, coming from a time-usage side. Right now I do not have the time to do everything I want to. Another research/tech-tree-buildup feature.. I'd simply skip it. Just my 2 cents. =)
All things in MineCraft are time-based. What I'm suggesting would be less time-intensive than harvesting masses of iron, when you focus on it specifically. The idea being that if you want it, why have a middle ground of needing to gather loads of resources (spend time, get materials) to then build what you want (spend materials, get stuff).
Maybe. I think it's very important not to substitute 'real fun' (learning a system) for 'fake fun' (randomized rewards) - I don't remember the book this was from but I have found it to be very important.
Agreed, and the "randomized pattern" would be there only to keep from people being able to metagame and "cheat", as we see in Thaumcraft's system.
Thaumcraft's research system does a decent job of this, balancing the 'lottery' nature of research with the fact that over time you learn the cheapest ways to get all the different aspects. The trouble is once you learn all the aspects, then there's nothing left but the 'lottery' which is just tedious.
And to follow up with my last comment, the bigger issue is that everything in Thaumcraft is structured around the same usage structure, no matter what. It's always going to cost you the same aspects to try and find the same research, which ends up leading to three main end states:
- You are perfectly in line with the author of Thaumcraft, and are able to understand all of the hints and make extremely good guesses about what aspects are required. You greatly enjoy the mod because the risk/reward function is extremely profitable for you.
- You are not in line with the author of Thaumcraft, and often end up not understanding the hints, and often make very bad guesses about what aspects are required. You suffer greatly from this mod, and end up not using it after enough time passes to trip your internal risk/reward function enough times to calculate the mod as a bad investment of your resources (materials, time, emotional satisfaction, etc).
- You are not in line with the author of Thaumcraft, and utilize a walkthrough/"cheat sheet" to remove this issue. You bypass the minigame of research as such, and as such the risk/reward function is extremely profitable for you.
The optimal state is, of course, state one as it gives the most satisfaction from rewarding the user for utilizing the system given to obtain rewards.
From that perspective, any randomization in the minigame should be purely to present the player with novel situations to solve using the system, not an integral part of the system itself. Think...Minesweeper, where each map is random but the strategies you learn over time - not Memory, where the strategy of picking random unknown cards (unless are matching a known one) is no worse than any other algorithm.
Exactly! The idea being that the randomization is designed to limit people bypassing the minigame (system breaking to obtain a more acceptable risk/reward function outcome), while also being interesting and something that people will be able to pick up easily.
What came to mind earlier but I did not think to post was those "connect the pipe" games (similar to this:
http://allure-pipes.lastdownload.com/allure-pipes11436.jpg). The concept being that you have a board of randomized pipes of a few different types which you need to connect to enable the flow of fluid through the pipes between two points without loss of fluid. Something in that general area, perhaps having to do with wiring, or hydraulics, might very well be interesting indeed, and workable.
As for research, playing off the 'Muse' theme, I thought maybe individual modules could be unlocked via some sort of 'inspiration' system where the Tinker Table suggests (and requires) little achievements you can do to get an idea of how to make that module, such as examining (picking up) a feather to be 'inspired' about how to make glider wings, or throwing an ender pearl to be 'inspired' to make the Blink Drive. Something trivial to do when you know what you're after and have the resources, but still gating content using something other than material costs.
The two given examples seem a good deal too shallow. Perhaps, instead of inspiration, require that research be done on the materials in a specific way. To use your examples, for the glider module, you first use a feather to be "inspired" to the concept. From there, you then have to complete a process to give your tinker table enough data to create a testable design for the glider (no idea about the tests, but if it involves tossing chickens around I approve!). The testable design for the glider could be an end state (it is the glider module), or it could be a revision one version of it, with more research (chicken tossing, whoo!) utilized to refine it to maximize the possibilities of the module.
Per your other example, an ender pearl may be required to start the Blink Drive research. From there, you then need to poke endermen (maybe a research tool? Samples? Something you place down to cause a reacting within a specific area that you instigate through a certain action?) for more studying of teleportation, and then after enough tests are completed, you return to your tinker table and get the module.
This lacks randomization to keep it from being metagamed, but it isn't as simple as getting the aspects needed for research of X, and then going straight through into that. And there is no randomized loss of resources which is a silly aspect of the Thaumcraft research system I'd say.
Generally, I'd rather have a tech tree that's broad and shallow, to encourage people to seek out the modules they want to use.
I agree for the most part in regard to modules, although improvement to modules could make for a really good way to deepen the tech tree in a way that does not restrict access to the start of most all modules, but requires that if you want the ultimate awesome module of awesome (UAMoA) which provides a +5 to something, you need to go through the +1 and +3 variants, first. The tech tree is then closer a tech bush then, which has spread out covering a large amount of surface.
Hopefully some of this is useful to your thought process!