Mnementh said: I like this thread! Thanks. I usually would harp on the benefits of turn-based in deeper systems, but I feel if we talk about strategy the OP really misses out on a subgenre that I recently very much enjoyed, and which is real time (although that might not matter as much): colony sims. Dwarf Fortress is the granddaddy of colony sims and is probably the most complex game ever made. And it is for free, even though now a Steam version exists with some tileset graphics (the original has text) which costs a little because the creators had a health scare and decided they need some security. I think that price for the Steam version is fair as well. But this game has so many deeply integrated systems, that you can play endless. Or at least until the fortress is so big, has so many cats or socks to simulate, that even the most advanced computer goes into slowdown. https://www.youtube.com/watch?v=VAhHkJQ3KgY A lot of games are inspired by Dwarf Fortress and while usually simpler they often bring interesting new ideas to the mix: Odd Realm, Rimworld, Oxygen Not Included, Rise to Ruins, Against the Storm and so on. I am kinda addicted to that sub-genre, because just stripping out elements to simplify dwarf fortress leads to very different takes on what people deem important and then you also can add completely different ideas. So while Rise to Ruins and Rimworld are both descended from Dwarf Fortress they are actually playing very differently although I also can see all the similar elements. This subgenre is so inspiring and so wild currently, I very much enjoy it. |
Dwarf Fortress is one of my all time favourites.
I describe myself as a little dose of toxic masculinity.