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2. I... actually never thought to refresh the market like this when I played the game. We wanted the market system to encourage you, as the player, to roll with the punches. If a lot of livers arrive out of nowhere, and there's no quests that need them, and there's no other traders who want those livers? You can buy a standard set at low-cost for a rainy day, take advantage of the stock market with this knowledge, buy low-condition/high-value organs to 'repair' and sell off--or you just might have an unproductive trading day. And that's okay. Those lows are what make the highs significant. If you want to refresh the market through brute force, that's in fact an interesting interaction with these market systems, to impose your will on a system that doesn't suit your own desires. Very 'Big Business' in that sense. So, we won't remove your ability to work against that intended design--or necessarily change the framework that leads to that interesting reaction on your end as a player, either.
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3. We're adding more hotkeys and options to give you more power over your organ purchases during a trading day. That said, having an organ bought out from under you and/or losing your place in a distressingly large and inconvenient market list--that single, cumulative moment of frustration--is again intentional. For just a moment, a dog named Chad Shakespeare made your life hell. And in that moment, he also made the game world feel alive. Frustrating, but alive.
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To step back for a moment, your points touch on an overarching design philosophy in Space Warlord Organ Trading Simulator, and almost every one of my other games: Transcendent, singular gaming experiences cannot exist without friction.
The fog in Silent Hill 2. The increasingly esoteric and fiddly control scheme in the original Metal Gear Solid trilogy. The terrifyingly stringent theater of pain seen in Pathologic. Borderline unfair scenarios, strangely rigid systems, odd concessions, and irritating shortcomings in video games across the history of the medium don't just result in the vibrant gaming environment we have now--their inclusion is necessary to impact a player on any level that goes beyond making lights appear on a screen. I think accessibility is incredibly important, and I want to make sure as many players are accounted for as comprehensively as possible within the intended worlds my games represent. I won't always make the right choice about where to assign our limited development resources as a designer, and I will inevitably have blind spots that result in unintended negative experiences for my players.
But, if you're going to create something that sticks to someone's brain, for good or bad, years afterwards; if you are going to touch another human being in the way only art can, then your work must contain elements that are imperfect. And irritating for some players. And in some cases, downright 'bad'.
So, you have my sympathy for aspects of Space Warlord Organ Trading Simulator which you haven't enjoyed. However, I hope you would also appreciate how, to transport people to different worlds and perspectives, irritating, frustrating, and even 'bad' game design is necessary to bring that creative vision to life as clearly and cohesively as possible. You encountered several (intentional) examples of that here.
There's more patches for both usability and content coming in the approaching weeks, and I dearly hope you are enjoying the game overall. Thanks for taking the time to comment.
--Xalavier, Lead Developer