after designing and playing several games, I've noticed that many games have a sort of autopilot game play. or what I often call "A candy land situation". these are games that barely require the player, they don't have any or enough choices that impact the game in a major way. Many games have 2 parts to the game, one part that is player intensive and one that is or tends to be a very auto-pilot sort of game. some good examples of this are Magic the gathering, and warhammer 40k. in both games you have 2 major elements setup and play. in magic you have to creafully build a deck, but often once you start to play, your tactical decisions or lack ther of make very little impact on the outcome of the game. in 40k you carefully build your army and very carefully choose your begining deployments, but after that your tactical decision making almost never effects the overall outcome of the game.
I basically wanted to ask, for any tips on how to avoid designing autopilot games. I'm working on a few different projects and am starting to run into autopilot situations, i've solved almost all of these problems, but still wanted any input on the subject i could get. In particular i'm trying to create a CCG that has tactical decsion driven game play but still has interesting deckbuilding and a variety of cards. I've seen many ccgs that are extremely tactical and strategic, but offer very bland cards, with little deck building strategys available. thanks in advance.
i have one question that may allow me to help you on your problem,
How did you make the in game play more involving to the player in previous games?, i am stuck on this but after knowing how you have done it, perhaps i could come up with something.