Re: roguelikes
Very interesting thread, all of you! I don't think I've ever seen so many of my favorite games posted in one place, ever, and certainly not such a wide variety.
MoM, AoW, Heroes, Settlers of Catan, Dom 2, and so many others.
The Go example you cite is interesting. Almost all of us bring our own personal/cultural views into the gaming experience. I'm oversimplifying a little here, but let me make a few comparisons. Chess is a pretty Western game--clearly defined rules, combinations and permutations of differing abilities and weaknesses, straight and clean lines of power projecting onto the blank field of a game board, and dramatic moments of victory often come when a mighty opponent is toppled by a destructive attack.
Go is rife w/more Eastern themes. Notions of space are as important to winning the game as are the pieces. Rather than viewing space as an empty nothingness that pieces move through as they assert their power against other pieces, space is as vital a part of winning as are the pieces. The whole duality of Western thinking is replaced by the seamless integration of the whole.
Maybe I'm not expressing myself right here--I have no graduate education in Philosophy at all, but I've lived in both parts of the world, and I recognize parts of each culture in those games.
In many senses, the games we play are both a reflection and an example of our own culture's philosophies. But that is a bit far out from the original topic here!
Dom2 is a complex game, but it's a lot like an onion. Depending on the difficulty level (of SP or your opponents), you can keep peeling the onion back further and further to find another layer of challenge and understanding. From a "mastering the game system" standpoint, it's as complicated as you want to make it.
This also makes things very open-ended. Think your phalanx of Long Spearmen might do well against overwhelming numbers of low-morale militia who would hesitate to brave those long pointy sticks? You're right. Think Crossbowmen are a good match for the heavily armored Infantry of Ulm? You're right again! Want to put off attacking the Undead Trees until you've learned Fireball in hopes of setting them ablaze? That could actually be a very good idea!
Casting Lightning Bolts a good way to stop heavily armored cavalry? Yup. Priests turning undead? Correct again. Shortbowmen proving a cheap and effective way to dispatch crazed Religious Zealots who go into battle with only the Faith in their God as armor? You betcha, unless their God is a God of Air! Nimble Barbarians in loin cloths being a good match against hard-hitting but slow-moving Giants sound worthwhile? Right once more.
Not trying to beat a dead horse, but figuring these little match-up things out is a lot of fun, at least for a certain type of player. I found that one of the most pleasant aspects of Dom2.
BUT, one of the more common complaints about the game is the level of micromanagement required. Most of the folks on this forum don't mind sweating the details, but it is VERY annoying to have my star hero killed because I forgot to change his orders when I moved him to a new stack. In the endgame stage, things do get more than a bit unwieldy.
Some of these are UI issues that will hopefully be addressed in Dom3, but others are inherent in such an open-ended game that allows players to do so many things. I've sometimes wondered whether fewer provinces might solve these problems, but I suspect that would change other things?
In any event, Dom2 is a great game, but not for everybody.
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