Search results for "9a52d178b906fb2895d7dee1aa6d25f2" in md5 (6)

/vst/ - Layoffs at Firaxis
Anonymous No.2137722
>>2137684
You know which civ-like has solved the micromanagement in late game issue?
Old World, with its orders system.

In it, you can only do a limited amount of actions each turn, so the rough amount of actions you do and time it takes to do a turn stays roughly the same throughout the ENTIRE game.

It basically works like this: Each turn you have a limited amount of order points available. The amount can only slightly be modified, like by getting a good king. Any action you take spends those points. Some actions like moving a unit are repeatable while others like attacking, starting a trade caravan or constructing a tile improvement end a turn, so a unit can move vast distances (unless blocked/attacked) if you are willing to spend points on it but it can't attack 20 times in a row on the same turn.

The effect is that in the early game, you can't do as much but you can do those things more intensely (spending more points on them) while in the late game you can do a lot but have to choose carefully about where to spend your comparatively very limited order points.
In the mid game a lot of focus is on balancing growth or military and which enemy to prioritize where. There's often an uneasy truce if you aren't literally at truce or allied, because your enemy may suddenly decide to spend his points on only you and you may get severely hurt if you are out of position from delaying them.

I think it's pretty genius and wish it was used in more games.
/v/ - Thread 715841348
Anonymous No.715842250
/v/ - SGDQ 2025
Anonymous No.714693056
oh my god this is insufferable
/vr/ - CRT tilt
Anonymous No.11847082
>>11845294
>tfw too autistic and spoiled by LCDs to not be distracted by CRT geometry issues
/v/ - European Spyro Assembly summer 2025
Anonymous No.714397808
Did I miss something or where is flash gauntlet 1
/v/ - Stylish Action Thread
Anonymous No.713776806
>>713776392
My nigga you are, in your very own post, talking about "strong" execution barriers, meaning you yourself believe there are degrees to what an execution barrier can be.

It's not a matter of WWs or DO being impossibly hard to do (for me or other people). It's a matter of what they actually add to the game. How does the player's input relate to the output of the game? Does doing action X have an effect on the enemy or not? How many button presses do you need to change an enemy's state? How frequently does a game require you to do a given action, and therefore make choices over using muscle memory and playing as routine? And so on.

There is such a thing as elegance in design, and it's based on not putting more in something than it's required for it to work. Bayonetta fails at such elegance on just about every aspect of its design, with the gameplay being no exception.