The affliction history at the bottom is the coolest part.
>Finally, another small mechanic that came about organically from observing human behaviour is the Affliction History. People tend to react to stress in ways that are individually consistent over time. A person who panics as a deadline approaches tends to fall into that comfortable panic again when the next deadline comes around. To pay this concept off in-game, we track each hero’s history, and over time they tend to fall into the same Affliction patterns. This supports our goal of building a small emergent narrative for each hero.
>Finally, another small mechanic that came about organically from observing human behaviour is the Affliction History. People tend to react to stress in ways that are individually consistent over time. A person who panics as a deadline approaches tends to fall into that comfortable panic again when the next deadline comes around. To pay this concept off in-game, we track each hero’s history, and over time they tend to fall into the same Affliction patterns. This supports our goal of building a small emergent narrative for each hero.