by chooi
Flouyd wrote:
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
Interesting discussion. I have found IM in Suburbia to be essential, gives you a valuable option beyond just building or making a lake (would also fall into your definition as in game works without it too). Just shows how subjective the term is :) I don't think anyone can name a mechanic someone else will counter they love/use and not consider superfluous.
Hence why in opposite manner,the OP's use of term was always up for contest since what he says'Further, not a single aspect of this game is superfluous' was always subject to contention.
(I have not yet played but am looking forward to trying Terra Mystica)