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Gordon Blizzard's avatar

I've always thought the Firaxis sort of design ethos really set back tactical games in a big way. Someone in the late 2000s figured out that a lot of people get bored after moving the fourth unit in a game and so that sort of limitation was born- the old X-com was born of Julian Gollop's weird brain worms of physical modeling (the world map aspect of UFO Defense was not added by his choice), so everything worked physically and he was fine letting you send 28 men into battle. Firaxis had a lot of capital D Design in their take on the game, so 4-6 units, strict limits on the use of things like grenades and missiles, and a heavily simplified action system. The joke is that if Enemy Unkown were designed in 2023, flanking would be a cooldown ability.

It's no secret that Firaxis for a long time used board game veterans to design stuff, from Twilight Struggle's Ananda Gupta (TS was the #1 rated game on BoardGameGeek before the kickstarter era of board games and stands the test of time as an excellent game) to Here I Stand's Ed Beach. Though i think in some ways perhaps they might have learned the wrong lessons from board games. I can understand the desire to use cards in this way- both games use a hand of cards to determine what you could do on your turn, and Jake Solomon did work with both, as far as I know, but there's a fairly significant difference.

In Twilight Struggle and Here I Stand, cards have an OP value, which are just generic points with tons of possibilities of what to do with them on your turn, and they also have an event, which is something special that has an effect well outside the normal game mechanics. Occasionally you'll use both, but it's a choice. The hand of cards and small quantity helps avoid choice paralysis, but the OP value, a sort of action point mechanic helps bring back a panopoly of options of what to do with your turn when it comes to your turn and it's time to play a card. The Protestant player in Here I Stand can play op points to engage in religious debate, build troops, move troops around, or make conversion attempts. You can always punch, as it were.

Here, i think the goal is to try to cut down on the choice paralysis, but then you only have three characters anyway. We've gone from 4-6 to three. This isn't that uncommon, a lot of tactical games on steam (Thankfully, not Jagged Alliance 3, thanks haemimont for letting me bring 18 guys into combat if i want) have done this, but now instead of a brace of cooldown abilities at the bottom of your screen, it's just, cards. If you've mastered it, you can generally eliminate the bad turns but there's very little power fantasy here. The way opposing events fire in Twilight Struggle when you use op cards and have to manage these crises works incredibly well in a game about the Cold War, where you often have to try to mitigate problems you create in the first place, but there's nothing like that in Midnight Suns.

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