The Cull

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  1. I was surprised that Dominions wasn't mentioned even in passing. I know that its a niche game with a steep learning curve but I have grown so weary of the micromanagement that modern 4-X games revel in such as :

    • turn-based tactical combat
    • real-time combat
    • civ-style strategic unit-by-unit battles

    Being able to design asymmetric strategies around your armies/units and pit them against opposing armies on a strategic layer is wonderfully liberating. If you want to learn how to get the most out of your armies you can get as much tactical detail about what happened and how the enemy behaved. The idea that no plan survives contact with the enemy is so true in this game but in a lovely and engrossing way.

     

    I still think this is the way forward and that there are lessons other studios could learn from the Dominions series and improve upon.