The system I propose is simple. The characters will have a small number of "prestige" traits that build up as their journey continues. For example: charisma, empathy, and negotiation. When the player is presented with different options to choose from that affect these traits, we display what trait(s) they increase. Throughout the rest of the game, we "unlock" different sidequests, treasures, etc. if the player meets the minimum requirements for the reward. Likewise, we may penalize the player by not having a high enough value for a trait.
This is pretty easy to implement in the game code today. What's a little less straightforward is where the player could see their traits, what information we want to give the player when they made a decision that affects a trait (e.g., do we want to say [charisma], [+charisma], or [+2 charisma] attached next to an option?), and if we want to inform a player when they access a part of the game that had a different outcome if they had different trait requirements.
The benefits of such a system:
- Player's know their decisions in the game matters, and have an idea of what outcome their decisions will have
- It adds replay value to Allacrost, since a player can choose a different path and experience new things that they didn't with the main storyline
- Players have no way of knowing what trait requirements in the future are, so they can't choose outcomes that favor the rewards they desire
- There could be some feelings of frustration with the system if a player "chooses poorly" and finds a number of sidequests and rewards are locked (some perhaps permanently)