Peter Molyneux wants people to know what it's like being him >Early RTSĪll based on Dune, or based on things derivative of Dune. Uses 'what if all conspiracy theories were true' thought-experiment as a premise, but the structure is reminiscent of Robocop: main character does the job they're made for but it starts to unravel on-contact with evidence >Populus >Zelda = Miyamoto playing in the woods as a child >Metal GearĬold-war propaganda, including spy-fiction >XCOM rebootĪ designer enjoyed keeping an ant-farm as a teen >Civilization Most games now are inspired by other games, where the dated but sovlful games of the past weren't based on other games, but the real-life experiences of people or literature or non-game stories they enjoyed. Pointing to an already-existing game as an ideal is a trap it restricts vision to what is already there. This is not possible with modern game design, because that's based on existing game templates. This is much better than successful and rounded mediocrity. It doesn't exist and it's not supposed to: it's an idea to strive towards knowing the result will earnestly fail. This used to be a game series inspired by Sun Tzu, now it caters to the kind of dolts he was trying to prevent making foolish mistakes.Īn ideal is exactly that: an ideal. The only gameplay remaining beyond all the noise if stacking stat effects on top of each other, making the one-man doomstacks viable in some cases. You bring chaff or you bring the most cost-efficient unit. >It’s a thing in Total War: Warhammer to make a one- man DoomstackĪchieved by making the vast majority of units worthless and without purpose, a fact disguised by the number of them to 'give players choice' to no-effect in gameplay. With the right setup you can just about change genres to being a Dynasty Warrior It’s a thing in Total War: Warhammer to make a one- man Doomstack. I'll keep checking out gameplay from time to time, but for now I've refunded and don't expect anyone out there to do anything interesting with this game. The price of every choice being viable 'to give players choice', is nothing can be allowed to stand-out. This appeals to a certain kind of easy-to-please audience that thinks in terms of stat-based min/maxing, but has zero aptitude for strategy: the Paradox and Warhammer audiences, basically. The flexibility of the custom options means they're all toned-down. ![]() But it won't happen, because in order to make races and such bland enough 'to give players choice', Triumph had to borrow from the Paradox playbook of leagues-wide and puddle-deep.
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