From what I can tell, it is the opinion of most people on this group that a tactical game, or probably any game we're trying to make, should make every decision matter. There was a comment in another thread that Mammoth Hunters is a game that has 4 rounds, but generally people think the first rounds are unimportant and that the whole game can be decided by the last two rounds. If that's the case, why play the first two rounds?
To me this very question brings up a whole nother discussion which we've been through on these baords that has to do with a game helping the loser get back into the running, but that's a story for another topic.
What I'm about to ask is more directly related to the decisions in games. Should EVERY decision matter, such that the player that "makes the least mistakes" will be the winner? Maybe so, maybe not. I'd like to hear people's opinin on that.
The alternativeto that would be a game where some mistakes can be made, but can be overcome. I imagine there would be some blunders so bad that noone could come back from them, but some less important decisions- if not made optimally- should not necessarily mean you lose (unless your opponents make similar mistakes, thereby letting you back into the game). Sure, making mistakes makes the road more difficult, but through good play perhaps some mistakes should be overcome-able.
Let's hear your thoughts on that.
- Seth
My thinking about your question is that it's totally up to the specific goals of the design. If you have two Grandmasters playing chess, one player wins upon to conditions: 1. Out maneuvering the other player, or 2. A mistake is made. Chess, among good players is a "strict" and "stiff" game.
Among less experienced players, mistakes can be overcome more easily.
Then again, chess is a strategic game. In accordance to the way strategic and tactical has been defined in regards to gameplay, chess may not be a good example. However, it does illustrate my point about the game design itself and what goals are in mind when structuring its mechanics.
I would say that its really fun to have room for error in some games, as the triumpant come back makes for a great war story. :) In a design that makes every move count or not -- completely design specific. It becomes a matter of what is sought out of the game.
Now of course, if a player makes big, or too many blunders, they should lose. :)
Have Fun!
-Vexx