So, I'm working on a "super secret" project as some of you know and I'm trying to figure out how to implement it. Because of it's nature, the age in question is filled with "Live Events" that the player experiences as they journey through the age. These include things like bridge collapses etc. However, due to the nature of the age being intended to both be Multiplayer, and a public age like the City. I'm running into the difficulty that Cyan ran into with some of their stuff. How best to implement an age, that is dependent on live action sequences, but that should have those experiences be available to everyone that plays the age. So I want to get some feedback on how best to implement this. My current thinking is that the age, will have the live events and puzzles be reset to their default status once the age is completely empty. So, that a player, playing through it for the first time, can experience those events, and someone else, who joins the age later will miss them, but have the opportunity at a later date, once the age is empty of players, to go back through and experience them for him/herself. It should be noted, that the Live Events will not deter from the rest of the age. So, a player will be able to explore the age, completely, without ever experiencing the live events (because someone else in the age already did) but still "solve" the age and get to the end. And because the age is reset, the player that missed stuff can go back at some future date and experience the whole journey complete with the action sequences, if they so choose?
So, any feedback on this would be great? Should I implement it like that, and have the age be reset, or try and find some other way to do this?