Game design research question

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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toddtreadway
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Game design research question

Post by toddtreadway »

Why not allow all unit attributes to be researched? E.g., armor values, transport capacity usage for individual units, etc.
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Lebatron
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RE: Game design research question

Post by Lebatron »

The game has to have bounds somewhere. I like the complexity where it’s at now. Adding more would be unnecessary. I argued with a friend over the addition of leaders. He seemed to think it was a good idea. We both played a lot of Hearts of Iron and in that game you assign leaders to armies to get bonuses. He thought WAW was lacking because you couldn’t add leaders. I argued with him that there is no need for them, and I personally didn’t really care for them in HOI either. They just created busy work as you had to waste time looking over a long list to find the best for the job. That’s not gameplay, its work. After the coolness of HOI wore off I realized I wasn’t playing a game. It was nothing more than accounting at best.
Jesse LeBreton, AKA Lebatron
Development team- GG's WAW A World Divided
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ilovestrategy
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RE: Game design research question

Post by ilovestrategy »

I like World at War because of it's simplicity. If I'm feeling tired from work and don't want to think this game is perfect for me. A 4 hour beer and pretzels game. [:)]
After 16 years, Civ II still has me in it's clutches LOL!!!
Now CIV IV has me in it's evil clutches!
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