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    the case for rampant asymmetry

    Keith, Im agreeing with you, btw, just pointing out along which 'axis' the value add lies in this example, IMO.
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    the case for rampant asymmetry

    FWIW, my own experience of TW having a campaign game (thats what we are talking about right?) is because it adds a layer of context to each battle that is otherwise going to be arbitrary or an 'even' matchup without that context. Because the campaign game strongly influences what troops you...
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    the case for rampant asymmetry

    ok, so flappy bird. monopoly, etc... However, games that are popular for a long time are wroth looking closely at. No game is without flaws, but can you design a great game merely by a process of eliminating ideas/mechanics that are theoretically flawed? Using TW as an example, I love...
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    the case for rampant asymmetry

    I agree with your statements, but not the conclusion. I feel like its somewhat of a theoretical issue rather than one grounded in the actual dissatisfaction of players playing such games. I mean, its a pretty hard ask to tell the designer(s) of MTG who have squillions of players over a 20...
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    the case for rampant asymmetry

    Id like to hear more of your thoughts abut balancing games in detail, but maybe in another thread? "if the meta-game is the interesting part anyway, what place is there left for the game itself?" About as essential as the egg is to the chicken, I guess? :P
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    Against randomizing character selection

    hey, just saw this and I made a post about it too. to summarise, 'playing the designer' as you put it can be most attractive thing about some games. Ive used MTG as an extreme example where the decisions in most games at the table seem pretty shallow - you react to cards you draw and cards...
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    the case for rampant asymmetry

    Hiya, this is a copy of a response to an old article I found by Keith just recently. (debunking asymmetry) that topic kind of hits me where I live at the moment, and provoked a response! lets generate more chatter. - http://keithburgun.net/asymmetry-in-games/ As the designer of an asymmetric...
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    the case for output randomness

    Another playtest, this time turning a little differently. Again, the nice moderate amount of destruction I was hoping for but the problematic faction didnt wipe itself out numbers wise, and there were several nice cases of gamesmanship on the part of factions - either using a feinting attack to...
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    the case for output randomness

    had one playtest. The result was better in some ways but had an unexpected side effect - the aggressive faction lost its position on the board. First time this has happened. The positive was the faction had the option to win close contests by sacrificing units and they took that option on...
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    the case for output randomness

    Its more uncertainty, but its not random. making the problem space more complex and providing more options. seems to tick all the boxes, but will it work OK in practice? Ill report back if anyone is interested.
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    the case for output randomness

    Its a nice idea. however its incompatible with the open card market and general philosophy of 'not being hit by powerful random effects' of this game. By the 2nd half, people DO invariably lose track of exactly which cards a faction has in hand. Particularly the cult faction that tends to...
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    the case for output randomness

    Sure! Specifically, Im looking to break a deterministic standoff where, knowing that they cant win, one side instead gathers more resources on its turn - say recruits another unit, or purchases another combat card, which prompts the opposition to do likewise. Sure, after a turn or two someone...
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    Kingdoms of the crescent moon

    Hi yall, I have been on dino farm forums some time ago. Its kind of cyclical. I drift around different specialist forums when Im working on different games. This is a board game I have high hopes for. Rather than dump a lot of detail on you, I have a short thread on BGG that I intend to put...
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    the case for output randomness

    Actually, after a certain amount of angst, I came up with a non-randomish way to solve this issue and add some layers to combat at the same time. happy days!
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    the case for output randomness

    @richy, more combat resources increase casualties for the opposition, so there is a situational case there for that. But really, its how determinism encourages static lines, or "trench warfare" that is is major issue. @keith. Im also against output randomness and I kind of shocked myself to...
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    Don't switch to realtime (for ever) Keith!

    I think of RTS games as resource management games where 'focus' or 'attention' is the major resource. The winner will generally be the player that can force their opponent to abandon strategy in favour of spot-fire fighting tactics. Looking at it that way, you can start to categorize your...
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    the case for output randomness

    So, I have this boardgame and it has a problem that I am thinking of solving with output randomness - the look ahead problem. Its an area control game that features combat with card play. Cards are bought publicly in the market and if people are paying attention and have good memories, they...