by Flouyd
garygarison wrote:
While I'm happy to close the book on our TM discussion, the question of superfluousness in game design is one that interests me.
Anyone willing to put forward an example of a game with an element that does indeed qualify as superfluous? I'm talking the strict definition here, none of this, "Well, I like what it offers, so that means it's necessary."
Anyone willing to put forward an example of a game with an element that does indeed qualify as superfluous? I'm talking the strict definition here, none of this, "Well, I like what it offers, so that means it's necessary."
Maybe Investment-Markers in Suburbia? You can use an IM to double the effect of a tile by paying its cost again. In other words, you are building a tile you already own instead of a new one from the market. The game would be excatly the same without this option