Ultimately pointless since they'd still need to get over pawns, you're gratuitously delaying things while the pieces approach unless both players somehow agree to just not use knights and pawns.
Now if the starting positions were the usual in the middle of the board, with the extra space to the sides, it would allow for some interesting rook/bishop play.
Chess would get so much more interesting if it wasn't for the autistic amount of space you have. Give the players a bit more freedom instead of limiting it to only being able to move forward and chess would be a bit more exciting.
When you discuss chess, you talk in terms of "Did the computer like it?", "Is this the most optimal strategy?", "Did I not leave any pieces unguarded while I did this move?"
That's all language concerning what the 'right' thing to do is. I.e. more doing of 'the right thing' means better. Up until a certain point, you do everything you *can* do to do 'everything right' and then you win. The person who can do the most 'everything right', wins. So, chess is basically a solved game like
Game is completely solved, sorry human.
said, because there's an optimal path. We even measure how well a player plays based on what the machine says about it with the balance bar on the right.
So yes, I do believe that opening the game up so that you can have wiggle room in how to defeat someone is the right thing to do.
Only if the game’s setup is so long and shitty that it makes you hate the game >but muh rules
Unless you’re playing some ultra-autistic hex and counter wargame no board game has difficult rules.
Spirit Island is beyond awful because of rules bullshit my man.
1 year ago
Anonymous
>Spirit Island >too many rules
Sorry you’re a brainlet anon
1 year ago
Anonymous
>he thinks spirit island is too complicated
jesus fricking christ
if anything, modern boardgames are a miracle of streamlining, even shit like twilight imperium which is known for being big and unwieldy is a smooth ride once you get past setting it up and don't get me started on actual modern games such as ark nova
This but all the pieces are in the middle, exact width apart as you'd see in a normal game, and pawns can only move backwards. They can move 5 spaces, jump over other pieces and getting to the end means a queen.
Dwarf Fortress actually needed to be way more complicated, its way to easy to set up a base and that's it, you don't need to interact with anything ever again.
You know, for all the the "le west game le casual" bullshit that moronic weebs spouts, all the most complex vidya are made by western devs. >Command Naval Air Operation >Aurora 4X >Shores of Hazeron >Rule the Waves series >All Spring Engine games >Wizards & Warlords >Dominion series >All John Tiller Software games >WITE series by Gary Grigsby
And frickload more but that's at the top of my head. I also like to mention Erannorth Chronicles for being one of the most if not the most bullshitedly complex card game/RPG I've ever played.
Everything you listed are PC games and Japan never had a PC gaming audience until very recently.
The closest thing they have had to PC games for decades have been JRPGs, which are really just Wizardry and Ultima dumbed way the frick down as to be playable on a Famicom.
I don't disagree but you listed pretty obscure games which represent less than 0.01% of Western game market. Most players never played them or even heard of them.
reminds me of fnal fatnasy 7... grind for progress, and many other jrpgs
>final fantasy 7
>grind
What the frick?
You only ever need to grind ONCE for the demon wall monster the whole game.
>needing to grind for the demon wall
to grind for the demon wall
As who played the game as little as possible because it was so bad, I easily beat it with 0 grinding.
>tfw your queens and rooks could move 50+ spaces
Ultimately pointless since they'd still need to get over pawns, you're gratuitously delaying things while the pieces approach unless both players somehow agree to just not use knights and pawns.
Now if the starting positions were the usual in the middle of the board, with the extra space to the sides, it would allow for some interesting rook/bishop play.
Unironically this.
Chess would get so much more interesting if it wasn't for the autistic amount of space you have. Give the players a bit more freedom instead of limiting it to only being able to move forward and chess would be a bit more exciting.
>Give the players a bit more freedom
You have no fricking idea what you're talking about, do you.
Game is completely solved, sorry human.
I do, actually.
When you discuss chess, you talk in terms of "Did the computer like it?", "Is this the most optimal strategy?", "Did I not leave any pieces unguarded while I did this move?"
That's all language concerning what the 'right' thing to do is. I.e. more doing of 'the right thing' means better. Up until a certain point, you do everything you *can* do to do 'everything right' and then you win. The person who can do the most 'everything right', wins. So, chess is basically a solved game like
said, because there's an optimal path. We even measure how well a player plays based on what the machine says about it with the balance bar on the right.
So yes, I do believe that opening the game up so that you can have wiggle room in how to defeat someone is the right thing to do.
aurora 4x
Civ6. It's just layers upon layers of mechanics that barely interact with each other, added for the sake of having more than the previous game.
>we will never get a true CIV 5 sequel
Its called Vox Populi
You mean Civ4 sequel.
>Civ4 mechanics with hexagons and good UI
hexagons are the worst part of nu civilization
>used by every single wargame worth a shit
>waaaaaaaaaah they are bad
Next you'll start praising 1UT
Take the board game-pill
nuBoard games have way too many components and rules. A lot of them would unironically be way more fun if they were video games.
Only if the game’s setup is so long and shitty that it makes you hate the game
>but muh rules
Unless you’re playing some ultra-autistic hex and counter wargame no board game has difficult rules.
Spirit Island is beyond awful because of rules bullshit my man.
>Spirit Island
>too many rules
Sorry you’re a brainlet anon
>he thinks spirit island is too complicated
jesus fricking christ
if anything, modern boardgames are a miracle of streamlining, even shit like twilight imperium which is known for being big and unwieldy is a smooth ride once you get past setting it up and don't get me started on actual modern games such as ark nova
This but all the pieces are in the middle, exact width apart as you'd see in a normal game, and pawns can only move backwards. They can move 5 spaces, jump over other pieces and getting to the end means a queen.
>the pawn can skip half of the board on its first turn
>Fire Emblem Genealogy of the Holy War.jpg
I dungedddd
Dwarf Fortress?
Dwarf Fortress actually needed to be way more complicated, its way to easy to set up a base and that's it, you don't need to interact with anything ever again.
>Tactics Ogre
Pawn to E299
You know, for all the the "le west game le casual" bullshit that moronic weebs spouts, all the most complex vidya are made by western devs.
>Command Naval Air Operation
>Aurora 4X
>Shores of Hazeron
>Rule the Waves series
>All Spring Engine games
>Wizards & Warlords
>Dominion series
>All John Tiller Software games
>WITE series by Gary Grigsby
And frickload more but that's at the top of my head. I also like to mention Erannorth Chronicles for being one of the most if not the most bullshitedly complex card game/RPG I've ever played.
Everything you listed are PC games and Japan never had a PC gaming audience until very recently.
The closest thing they have had to PC games for decades have been JRPGs, which are really just Wizardry and Ultima dumbed way the frick down as to be playable on a Famicom.
I don't disagree but you listed pretty obscure games which represent less than 0.01% of Western game market. Most players never played them or even heard of them.