Just a general opinion thread, a lot of games tend to be pointed out as good for having either cool graphics or difficult-to-program features that make them stand out from the crowd. But graphics and technical prowess aside, I want to know, of all the games around here, which games are the most outright fun to play, and, furthermore, which games have the best replay value?
I separate the two categories because some games can be tons of fun to play, but once you've beaten them, they're not much fun anymore. Other games may not be quite as much fun outright, but something about the way they're made makes them fun to play over and over again.
Also, I DON'T want people judging games based on the type of people who play them. I'm interested in the mechanics of the game that make the game fun, not the quality of the community.
ID:182494
Jun 1 2008, 12:51 pm
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Jun 1 2008, 12:54 pm
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Last Robot Standing was the only BYOND game I ever really got into, and it was fun for a long, long time.
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In response to Popisfizzy
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Popisfizzy wrote:
Last Robot Standing was the only BYOND game I ever really got into, and it was fun for a long, long time. What was fun about it? |
In response to Foomer
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When I played, it was updated a lot, so things were constantly changing. There was a variety of cards ("modules", I think they were called) to use, and everything could work together in a ton of different ways, meaning that not only was it never the same game twice, but two games were almost always vastly different.
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In response to Popisfizzy
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Only games I've ever really enjoyed on byond (aside from my own <.<) were Castle, Castle 2/Space Castle, and DMO
EDIT: oh and there was a star wars game once that was pretty good but I think it died |
BYOND has always excelled at parlour-style games, because the game always changes based on who's playing it. Sometimes that can be a good thing, sometimes that can be a bad thing.
I particularly enjoyed playing Conflict. Conflict was a game of deceit where you could choose which person to "slap" on your turn, and you had a set number of hit points remaining before you were out. The fun of the game wasn't the mechanics, which were very simple, but rather the backroom dealings you would have in ganging up on other players. Since there could only be one final winner, alliances would start and end faster than rich men are made and lost on Wall Street. |
In response to Foomer
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Foomer wrote:
Popisfizzy wrote: The crazy hijinks that could ensue. Almost all the cards are (and at one point, all but a couple were) deterministic, so there was much less cursing of the random-number-generator and far more planning. Do you activate a defense this turn or attack instead? Does the enemy you're currently focused on have a defense active, and what kind? Can you afford to duke it out with him or does everyone need to gang up on somebody else to prevent their victory? For the game's "treasure mode" you need to collect two batteries from any opponent and return them to your base. You can only pick up one at a time and doing so ends your turn. Because of this, victory was effectively a highly-visible two-step process, so alliances could break and form with chances for major upsets up until the very end. It helped that removing a battery from an opponent's base didn't just prevent them from winning, but it also either helped you win (someone else's battery: take it back to your base) or stopped you from dying (when both your batteries are on enemy bases, you die). Because of the vast variety of cards in the deck there was no way to tell exactly what your opponents were going to do, all the while working on plans for your own victory. Every card, even the 'junk' cards (ie: Boost 2) were useful and could mean the difference between victory and defeat. Strategies evolved using combinations of cards that even Deadron, the game's creator, couldn't necessarily have predicted. The fact that there was more than one way to win helped. You could either collect two batteries, or defeat the other (3, usually) robots. So if the cards you started off with won't help you with the treasure aspect, they're undoubtedly cards of the ass-kicking variety, and can help you win the other way. The rounds were short enough so that if you got *really* unforunate in how the map placement went, how your and your enemies' cards were dealt, losing early on wasn't that big of a deal. You could wait until the next game either watching or not what would happen in the current one. There are more reasons, and better explanations for the ones I've mentioned, but that should give some idea. |
Foomer wrote:
Just a general opinion thread, a lot of games tend to be pointed out as good for having either cool graphics or difficult-to-program features that make them stand out from the crowd. But graphics and technical prowess aside, I want to know, of all the games around here, which games are the most outright fun to play, and, furthermore, which games have the best replay value? For me, most of Leftley's games are the most fun to play and replay. It used to be that just about every Saturday night, Leftley would be hosting the official Lode Wars server, and I'd go in and play for hours. It's definitely the most fun with a big group, when you have two or three teams and in each team you have some explorers, some defenders, some raiders--a pretty healthy and interesting mix. Bombard and Laser Wars are other favorites of mine. One of the fun bits about playing Bombard is even if you get stuck with a bunch of monkeys, chances are the dim bulbs don't know how to aim. Lummox JR |
In response to Lummox JR
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Lummox JR wrote:
It used to be that just about every Saturday night, Leftley would be hosting the official Lode Wars server, and I'd go in and play for hours. It's definitely the most fun with a big group, when you have two or three teams and in each team you have some explorers, some defenders, some raiders--a pretty healthy and interesting mix. Bombard and Laser Wars are other favorites of mine. One of the fun bits about playing Bombard is even if you get stuck with a bunch of monkeys, chances are the dim bulbs don't know how to aim. hoho! load wars, good stuff. Why do good games die young =P |