I've been working on a game lately and I'm taking a step back to look at why I'm making it. I could use someone to bounce thoughts off of so I can sort myself out.
The game I've been working on for the last month was basically "Zombicide Meets Robotech" and I am starting to realize I may be making a rookie mistake by trying to convert a game I like into a game I want. So now I'm looking at what I actually want.
My sources of inspiration are XCOM: Enemy Unknown, Zombicide, Mutant Chronicles, Eclipse, and Pathfinder Adventure Card Game.
My biggest question ATM: what gives you a satisfying feeling during a strategy game aside from winning? For me, it is when I look at some of the options available to me and I make something greater than the sum of the parts. I love watching my creations perform well and (as prideful as this sounds) I like having those ideas/creations help my team out in a meaningful way. I like to have my work shine for all to see.
I also enjoy combat in a game. I love rolling and watching several enemy models leave the board. I recently realized I hate Super Dungeon Explore and Decent though: enemies with multiple hit points really grind my gears. It's okay to have a boss or tough enemies to take a few hits, but a player should be able to dispatch mooks easily. I also hate grid movement; I think Zombicide did it right with moving through zones and rooms instead of moving by a grid.
What are your thoughts? What tactical options and character building in a game have you found to be enjoyable?
Ya, I guess my distaste of dungeon crawlers is caused by grid movement.
I used to play a tonne of D&D, Star Wars, and other movement-concious games, but found myself slowly hating them for restricting me. Movements dependant on tape-measuring (Iron Kingdoms, for example) seem to be worse. I've slowly become a fan of how FATE and Cortex Plus deals with movement: it isn't as important as the actions. That what Zombicide is like for me. Doesn't matter if I'm behind a lamppost, going over rough terrain that slows me down, or if I'm just that one tiny square away from melee: killing zombies is more important than that.
You mentioned depth: what is depth to you? Choosing the units dependant on their stats, placing them in the right place, and using the rules to their most effectiveness?