Quote:
Sly Frog said:
Whether something is stupid or not if you know the game rules is complete aside from my point. The point is that as human beings, we have basic expectations as to how certain things should work.
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I'm not sure how small minority I represent. I happen to read the manual before getting into game too deeply. And I expect that the most important things I have to consider can be found from the manual.
The big deal with current routing system is that they are completely told in four sentences, the fourth being reserved for the special case of immortals. And they're simple if -> then rules, easy to remember and see in action.
With the proposed alternatives the battle becomes a chaos, at least to a newbie. "Why did five of my ten commanders just rout in the middle of the fight?" "WTF, my mages just decided to stay there to be slaughtered?" etc, all explainable by rules and (invisible to player) die rolls. While they might be reasonable in a miniature game where you have to make the rolls and so on, in a game they'd make things just a lot less smooth.
Of course, there are things that might be done differently (the commander-only army rout for one), but I'd think that the intuitivity wouldn't be served well with a change to more complicated.
I think that my point boils down to one question: when playing a turn based
strategy game, should one be expected to read the manual?