[FOCUS](/blog/city/focusProposal)

Written: 2016-07-11

Table of Contents

- [1. Things that the focus system has done well:](#sec-1) - [2. Good Metaphors](#sec-2) - [3. Problems with the current system](#sec-3) - [4. Thoughts](#sec-4) - [5. Sub-proposal - UI change for goals](#sec-5) - [6. Sub-proposal - subconscious for resources](#sec-6) - [7. Sub-proposal - Fatigue Entity](#sec-7) - [8. Sub-proposal - Workers from traits](#sec-8) - [9. Proposal - Kill the focus system:](#sec-9) - [10. Proposal - UI Change + subconscious + existing worker solution:](#sec-10) - [11. Found issues:](#sec-11) - [12. Sub-proposal - Make traits into Starcraft creep](#sec-12) - [13. Sub-proposal - Focus as a menu](#sec-13)

1 Things that the focus system has done well

  • Low focus generating will
  • High focus consuming will
  • Keeping the towers near the traits
  • Giving the player a reward for leveling up a trait
  • Penalties from trying to run everything at once:
    • Will cost when it was just a number.
    • Reduced efficiency with workers
    • </li>
    • The trait leveling giving you more focus had the reasonable metaphor of getting better at something letting you do the same task with less focus
    • </div> </div>

      2 Good Metaphors

      • subconscious being more active when focus used is low
      • Needing to keep the focus high to prevent emotions from being as strong.
        • This means that people should not be able to decide how much they are going to focus on a thing
        • </li>
        • Goals only generating desire if focused on.
        • Generating workers represented dividing focus very well
          • Needing y workers but only having x and so everything runs at x/y efficiency was quite good
          • </li>
          • Workers as a whole are a good metaphor
            • Visually nice
            • Supports the feeling of the mind being a lot of little people
            • </li>
            • Being able to vary the amount of focus that you spend on something for variable efficiency is actually strong
              • There are actions for which you can do this in the real world
              • There are also actions where you cannot
              • There is a range in the real world
              • </li>
              • I would like this entire system to be a little less under the control of the player
                • I don't have full control on what I'm focusing on.
                • </li> </div> </div>

                  3 Problems with the current system

                  • It is a pain to manually set focus
                    • The two step process of activate tower and set focus is a pain.
                    • </li>
                    • Possibly too similar to the currency system
                    • No reason not to max focus all the time.
                    • Different actions should require different amounts of focus
                    • </div> </div>

                      4 Thoughts

                      • How do multiple towers work?
                        • Making them cost a linear multiple of the focus is a solution
                        • </li> </div> </div>

                          5 Sub-proposal - UI change for goals

                          • Reduce the effort of setting focus through a UI change
                            • Put all of the towers and the traits involved in running a goal in the goal menu and turn things on from there.
                            • </li>
                            • Variations:
                              • Should still put the towers and traits in even if you can't turn them on yourself so as to emphasize the chain
                              • </li>
                              • Pieces solved:
                                • Reduces the issue of effort
                                • </li> </div> </div>

                                  6 Sub-proposal - subconscious for resources

                                  • Make the subconscious
                                    • Make the subconscious feed the resources
                                      • This is tricky when the pipeline depends on the resources
                                      • </li>
                                      • Make the subconscious run the emotion sources
                                      • Make the subconscious feed the goals
                                      • </li>
                                      • Make the focus and subconscious come from the player to emphasize their zero-sum nature
                                      • Make the subconscious choose its destination randomly
                                      • Question:
                                        • How much control do you have over the split?
                                        • </li>
                                        • Results:
                                          • The traits will then cluster around it.
                                          • </li>
                                          • Things solved:
                                            • subconscious metaphor
                                            • Low focus generating will
                                            • Incentivizes the player not to just be at full focus all the time
                                            • Keeping the focus high to reduce the rate of generation of emotions
                                            • </li> </div> </div>

                                              7 Sub-proposal - Fatigue Entity

                                              • Make the player get tired when they have spent focus for too long
                                              • Make an entity that generates focus
                                                • Make it take will, but less will than is normally generated at low focus
                                                • Make it take more will than is generated when at high focus
                                                • </li>
                                                • Requires:
                                                  • Will gets stored
                                                    • I like this anyway, and I should do it
                                                    • Maybe reset it at the end of the day
                                                    • </li> </li>
                                                    • Variations:
                                                      • Can coalesce this and the awake goal
                                                        • Can then use this as a metaphor for waking up in the morning
                                                        • </li> </li>
                                                        • Results:
                                                          • This naturally makes construction interfere with the amount that you are doing, which works well.
                                                            • This metaphor may be a little suspect however.
                                                            • </li> </li>
                                                            • Things solved:
                                                              • Low focus generating will
                                                              • High focus consuming will
                                                              • </li> </div> </div>

                                                                8 Sub-proposal - Workers from traits

                                                                • Workers are generated from the traits by sending them focus
                                                                • Variations:
                                                                  • The traits generate a number of workers based off their level and the amount of focus set to it.
                                                                    • Multiple workers can go to a single tower, and efficiency is increased if they do.
                                                                    • </li>
                                                                    • The workers generated by the trait can be more efficient based off the level, but you make one per focus
                                                                      • The major advantage of this is that we can then take away the manual steps by doing this.
                                                                      • </li> </li>
                                                                      • Things solved:
                                                                        • Generates workers, which are a nice visual metaphor
                                                                        • Keeps towers close to the traits
                                                                        • Rewards players for leveling traits
                                                                        • Good at showing division of focus
                                                                        • </li> </div> </div>

                                                                          9 Proposal - Kill the focus system

                                                                          • Remove the focus system entirely
                                                                          • Listed issues:
                                                                            • Many metaphors are lost
                                                                            • Keeping similar towers together
                                                                            • Need to examine the traits and their growth.
                                                                            • Everything will always be running, which makes for a weaker base metaphor and fewer decisions
                                                                            • </li> </div> </div>

                                                                              10 Proposal - UI Change + subconscious + existing worker solution

                                                                              • Listed issues:
                                                                                • Doesn't hit the metaphor of high focus consuming will
                                                                                • Need to check how onerous the book-keeping is.
                                                                                • May still be too similar to the currency system
                                                                                • May still be too much control for the player
                                                                                • </li> </div> </div>

                                                                                  11 Found issues

                                                                                  • Requiring the subconscious changes the flow of working on the goals
                                                                                    • It also means that we have to store currencies, although we can reset them at the end of the day.
                                                                                    • </li>
                                                                                    • It feels like there are just a lot of things moving around
                                                                                      • The complexity seems high
                                                                                      • </li>
                                                                                      • It feels too similar to existing currencies, and threatens to overshadow them
                                                                                      • It is really hard to see why a tower is not working and what to do about it.
                                                                                      • The number of demands on the subconscious grows quickly.
                                                                                        • This becomes a problem when you're waiting on certain mines
                                                                                        • </li>
                                                                                        • Taking out the two step part of focus made this system play a lot better
                                                                                        • Making you focus on work until you run out of will/energy to run a tower because your mines aren't running is a good metaphor
                                                                                        • </div> </div>

                                                                                          12 Sub-proposal - Make traits into Starcraft creep

                                                                                          • You can only build a building of a trait on the creep of that trait
                                                                                          • Things solved
                                                                                            • Solves the issue of keeping like buildings together
                                                                                              • Much lower complexity than workers in that solution
                                                                                              • </li>
                                                                                              • Reduces the issue of rewarding players for leveling traits by reducing the importance of the traits
                                                                                              • Should visually separate the mind nicely.
                                                                                              • The base metaphor feels stronger
                                                                                                • Focus going through the traits to go to the towers feels weak to me.
                                                                                                • Having a trait grow and so getting more space to build on that trait feels stronger
                                                                                                • </li> </li>
                                                                                                • Issues:
                                                                                                  • May end up allowing players to build too many towers in too small a space
                                                                                                  • </li> </div> </div>

                                                                                                    13 Sub-proposal - Focus as a menu

                                                                                                    • Make it a menu again instead of having the workers on the map
                                                                                                    • Things solved:
                                                                                                      • Low focus generating will
                                                                                                      • Lets you make the subconscious be more active when focus is low and so lets you focus on things to avoid emotions
                                                                                                        • Lets you set a global state for the subconscious, so all mines operate at the same efficiency constantly, solving the issue of increasing demands
                                                                                                        • Also, gets the metaphor of working until you run out of energy
                                                                                                        • </li>
                                                                                                        • Much lower complexity burden, much easier to communicate
                                                                                                          • This allows us to make consequences to high focus
                                                                                                          • Also solves issue of player effort
                                                                                                          • </li> </li>
                                                                                                          • Issues:
                                                                                                            • Lower overlap with other features.
                                                                                                            • </li> </div> </div>