Hi everybody,
I just want to share with you a self-imposed challenge I completed a while ago that, I think, can be incorporated into the game as a "story mode" without much difficulty. In it, you are a teenager undergoing a series of "rites of passage" towards manhood.
At the beginning, being a boy, you are not allowed to do much, even to stray from your original culture area. You don't know how to do most things, like making bows, or clothes, etc (menu options are greyed out/blocked). Being a boy, your social options are limited, can't trade or even speak to most villagers except your mentor (one of the village sages) that you report to. He gives you a series of challenges, each one more complex than the last. You have to return to the mentor with a token proving that you completed the challenge. As a reward, you are allowed to do more and more things, in the shape of learning how to do things (for example, how to construct a short bow), or, socially, to move outside your culture area, or buying certain items, etc. You will advance both in knowledge and in social standing.
At the end, the supreme test of adulthood: killing a Njerpezit in a fair fight. Only after that you are allowed to settle down and build a cabin, as an established member of the tribe. You have a year to do all this, otherwise the quest fails and you'll be a child forever, and be renamed Peter Pan
.
Optional: After a few more Njerpezit killings, your are promoted to War Chief, and are allowed to hire villagers to go raiding.
I found following this challenge produced a very focused game that was quite fun, especially when you "learn" from the old man little by little, expanding your power all the time, which is rewarding. I don't remember all the details, but here I give you a partial list of the passage quests and their rewards. At the beginning our teenager doesn't know how to do almost anything, and is not allowed to interact with any villager except his mentor. Again, this is just a sketch and can be improved. Food for thought!
Quest 1: The Young Aspirant. Hunt any animal.
Reward: Knowledge: how to build basic shelter, basic bows, arrows, javelin. Social: Allowed to leave culture boundaries.
Quest 2: To Know the World. Visit every culture, bring back tokens.
Reward: Knowledge: How to build kota, withes. Social: Allowed to trade for simple, basic tools (not weapons!)
Quest 3: The Mobile House. Build a kota from scratch.
Reward: Knowledge: How to make water skin, raft, birch ropes. Social: Allowed to trade for cows, furs.
Quest 4: To the Ends of the Earth. Visit the farthest northwestern point of the mainland, burn a trunk there at midnight
Reward: Knowledge: How to make shortbow, blunt arrows. Social: Allowed to trade for punt
Quest 5: To the Ends of the Sea. Find southermost island.
Reward: Knowledge of basic traps. Social: allowed to trade for shovel.
Quest 6: The Trader. Accumulate furs for X value.
Reward: Knowledge: how to make leather armor, overcoats. Social: Allowed to trade for simple weapons, nothing above "normal" quality
Quest 7: The Warrior. Find and kill a Njerpezit
Reward: Knowledge: How to build cabin, cellar. Social: allowed to hire villagers to help build cabin.
Quest 8: The Tribesman. Build your cabin
Reward: You are a man! Social: Can buy dogs.
(Optional)
Quest 9: The War Path. Kill 5 Njerpezit by yourself, can bring dog to fight.
Reward: Social: Allowed to buy any weapon, including master quality level. Allowed to lead war parties.
Quest 10: Marauder. Hire war party and annihilate Njerpezit village
Reward: You are acclaimed War Chief. Men respect you, women love you, children want to be like you. You can rest, at last. Long year.
As you can see, this simple uses everything already in the game, only unveiling it (interactions and menu options) after certain conditions are met. The list of quests/rewards needs to be refined, of course, but it could be a nice thing to add as an alternative of an open world that always gets too easy after a while. And is fun! What do you think?