Great article Amos. Pardon me, I want to jump off from the discussion above (lynnedrum's post and homm art) to kinda write about my own thing which I think overlaps a lot:
There's this feeling I think of as "boardgameization" [deragatory] which aligns here; keeping the graph of possible moves and states really small means the player can kinda swallow the whole game as a set of abstract points-and-resources actions (with a similar appeal for the designer.) There are all of these reasons why that might be good (when you can become fully literate on the systems of the game, you can move on to focusing 100% on mindgames, simulating opponent moves, etc?) but for my brain in particular it is a gauranteed fun killer. Just not what I am looking for out of videogames at all. You can sorta draw a dividing line between 'boardgame style design' and 'simulation style design' based on how much it's possible to know the game state and predict outcomes.
I kinda obsess over this imaginary 'boardgame vs simulation' division.
4x is in a really really interesting space to me with regard to this line. If you were gonna taxonomize genres by whether they fall on the 'boardgame' or 'sim' side, 4x is a clear 'boardgame' genre. But something about the genre (perhaps it's 'eXplore'?)
feels like it really really ought to be this exciting mysterious world where you are probing and tinkering and being surprised. I acknowledge that this categorization (and the distaste for 'boardgame' strategy games) exists exclusively inside of
my brain, but I think something analogous may explain the appeal of Paradox map games, and particularly the appeal of
watching content about paradox map games (since actual play is a little more 'solved' than the narratives it produces might imply.)
I wrote the above out right away, before reading the full article or looking at the footnotes. I see now you also use the 'boardgame' language. I don't think we're talking about *quite* the same thing, but I think the vectors are roughly parallel.
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I used to like 4x a lot as a younger kid, and I feel a little sadness that I can't get into that mindset again. I get an averse reaction to 4x games where emotionally it feels like I'm being cheated or lied to. The art and music doesn't help -- A good 4x typically *feels* like the game that I wish that it was.
I think "this is a big simulation of randomized things you can explore" (see also: roguelikes which emphasize discovery over combat) is one of the most emotionally appealing *themes* for videogames, but is a promise which is fundamentally impossible to deliver. This is a whole other post, but: I think there is something analogous to the way I react to 'exploring in a 4x' and the way I react to AI 'art' -- I can't help myself looking for the part that 'matters'. While visually a cool voxel minecraft cave might look like something I would find pleasure in exploring, it ladders up conceptually in my brain and I'm like, "I've seen ramped voronoi cells and perlin noise before" and I bristle at the scam.
PS: When I first started writing this post, I meant to go a bit of a different direction; what I
do find exciting in strategy comes from context and contrast ('busywork' which validates 'real decisions') and from specificity and surprise (which gets into my 3d wargame obsession.) Now that I've reached the end of your article, I think that there's another parallel there. Perhaps I'll share some thoughts on that space if you write your 'granularity' article.
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amos wrote: Tue Nov 18, 2025 6:22 am
It's a little sad to me that the art director for HoMM3, Phelan Sykes, has just been doing digital slot machines for the last 15 years.
I mean, re: my point about 'the scam' above, the way it feels emotionally to me is like... If you're already selling a little solved graph by making art and music which makes it feel magical why not skip the middleman.