I'm trying to get a handle on how Features are meant to be used in Shock: Social Science Fiction, and particularly the significance of choosing a new Feature after failing in Conflict.
On the one hand, they seem to serve a similar function to Edges in Primetime Adventures: they represent what makes you unique; they let you use your unique characteristics to do better in conflict. But PTA has clear significance for the details of the Edges - they determine when you can use them, and when you can't. In Shock, all your Features are always in play, however irrelevant.
Similarly, there's also a resemblance to Shock's Minutia; Features are like Minutia about the character. But while Minutia about Shocks and Issues and other setting elements change the setting the game's played in, Features are just kinda character notes, chosen by the player for his own character. In the system book, he gives the examples "I want to know love" and "I love"; which I don't see as adding much to the game. The new Feature seems serve, at best, as a recap of a scene we've already played.
In summary, I'm having trouble seeing what difference the choice of a Feature can make - particularly those added through the games due to conflict failure. Does it matter at all? Or am I missing a way to make the Features significant, meaningful, and/or having a larger effect on the game?