1 |
EU series reminds of one more category that best have it's own thread; Historical Reenactment! Lots of games for that thread. Still, beyond giving historical facts EU teaches geopoilitical fundamentals. I think? Good video anyway.
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1 |
EU series reminds of one more category that best have it's own thread; Historical Reenactment! Lots of games for that thread. Still, beyond giving historical facts EU teaches geopoilitical fundamentals. I think? Good video anyway.
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2 |
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2 |
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3 |
Same question for GeoGuesrrr; how do I describe how it makes the player smarter? Pattern recognition or something. Be aware of the little differences between each location you are at? Elolie is technicaly right; the learning curve hits knowledge pretty soon but GG is unique and fast simple enough for me to put it in the list.
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3 |
Same question for GeoGuesrrr; how do I describe how it makes the player smarter? Pattern recognition or something. Be aware of the little differences between each location you are at? Elolie is technicaly right; the learning curve hits knowledge pretty soon but GG is unique and fast simple enough for me to put it in the list.
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4 |
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4 |
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5 |
Make
your
own
fun
kind
of
games
don't
count.
So
no
APIs
or
"big
simulation
with
no
point"
kind
of
stuff.
Those
are
another
thread
and
category
like
powdertoy
and
wireframe
physics
sims
and
that
surgeon
simulator.
No
wait,
a
category
for
simulations
of
jobs
or
history
and
another
of
sandbox
style
sims.
Maybe
EU
goes
here?
Gamey
games
gotta
have
goals
and
accessability.
Were
not
gonna
be
defining
intelligence
but
"fun"
in
this
thread.
|
5 |
Make
your
own
fun
kind
of
games
don't
count.
So
no
APIs
or
"big
simulation
with
no
point"
kind
of
stuff.
Those
are
another
thread
and
category
like
powdertoy
and
wireframe
physics
sims
and
that
surgeon
simulator.
No
wait,
a
category
for
simulations
of
jobs
or
history
and
another
of
sandbox
style
physics.
Maybe
EU
goes
here?
Gamey
games
gotta
have
goals
and
accessability.
Were
not
gonna
be
defining
intelligence
but
"fun"
in
this
thread.
|
6 |
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|
6 |
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|
7 |
Lets get specific. Why CS not API? CS is obviously way easier to start using and probably continue. Sure real programing is more fundamentaly rewarding but its also harder. CS is more bite sized too; letting the player play a 4x game and automate the sections of it that the player has solved or those that get tedious. Hows this different from programing problems? Just the strategy game it fits into I guess. I am not sure.
|
7 |
Lets get specific. Why CS not API? CS is obviously way easier to start using and probably continue. Sure real programing is more fundamentaly rewarding but its also harder. CS is more bite sized too; letting the player play a 4x game and automate the sections of it that the player has solved or those that get tedious. Hows this different from programing problems? Just the strategy game it fits into I guess. I am not sure.
|
8 |
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|
8 |
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|
9 |
Like i said in the first post "Every planning challenge based game trains deductuion in some way." Maybe better restated as "all strategy games train problem solving."
|
9 |
Like i said in the first post "Every planning challenge based game trains deductuion in some way." Maybe better restated as "all strategy games train problem solving."
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