Hmmm, so you think the lack of goal is the core of the problem as well... Therefore, if I add minigames there it would not solve the problem, it would add things to do, but not a real goal to strive for...
This brings me to an important question, can that goal be only from competition or maybe from cooperation as well (I'm asking in practical sense, I know we can theoretise and prove it can be done both ways, but I'm asking more if it mmakes sense and if it makes sense for this game)?
My original way of thinking when I was designing this game (I wonder if it's not all wrong... PLEASE COMMENT on this):
The core is a medieval world with predefined historical kingdoms, the players would join a kingdom (most likely their real nation) and then cooperate together (more or less) to make their kingdom "the best" (by constructing shared public building and participating in wars of their kingdom). Also they would have individual assets (the whole economy/production thing). The game is everlasting (no resets), all positions/roles are filled by real players (from the king to a peasant).
I discarded most of the individual competition because of the everlasting nature of the game (those who start early would be on the top forever, which is not that bad in case of cooperative game but much worse in case of a competitive game) and tried to fill it with prestige only competition and cooperation (noty sure if it can work through).
Note: if you see something wrong with my way of thinking/approach please say so, I have incredibly thick skin, you won't offend me. I desperately need to know what is wrong with this game and I would gladly sacriface my ego to make this game finished if needed
No, no, it's all right. I mostly need a general direction right now, not details. So vague is OK at this stage.
Please reply if my suggestions sounds ambiguous or to vauge.