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Damn I have or had sooooooo many. Let me think and get a list.
CHESS!!! YEAH!!!
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I don't know if you're familiar with the original "Empire" - it was sort of a "Civilization" without the civilization bits! In fact, Sid Meier's brilliance in creating Civilization was to replace the quantitative (and exponential) growth of units that bogged you down in unit-pushing tasks by qualitative growth, giving you fewer, more expensive, more powerful and (most importantly from a gameplay point of view) more manageable units instead.
Regards,
Henning (HoHun)
Hi Comiso,
>allied general!
A friend once asked me for my opinion of Panzer General when the game was freshly out. My answer was "Captivating but not fascinating" - it manages to grab and hold your attention very well, but it offers only very slow development with hundreds of micromanagement tasks and the time panic at the end of a scenario as the main difficulty.
I don't know if you're familiar with the original "Empire" - it was sort of a "Civilization" without the civilization bits! In fact, Sid Meier's brilliance in creating Civilization was to replace the quantitative (and exponential) growth of units that bogged you down in unit-pushing tasks by qualitative growth, giving you fewer, more expensive, more powerful and (most importantly from a gameplay point of view) more manageable units instead.
"Empire" - much like the more complex "Panzer General", but also much like the far simpler "Tetris" - was able to generate a so-called Flow Effect ... something I'm sure most computer gamers will recognize even if they haven't heard it called by that name:
Flow (psychology - Wikipedia, the free encyclopedia)
The list of nine components in the Wikipedia article is the bit to read ... for some reason, "flow" has been considered something entirely positive, but if you have experienced it, perhaps even with otherwise second-rate games, you'll probably recognize that it's neither good or bad in itself, just a mode the human brain can get into.
Regards,
Henning (HoHun)