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Fugue. Based on Ultima and Rococo this game has pieces that capture in unusual ways. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
George Duke wrote on Sat, Mar 20, 2004 05:05 PM UTC:
Roberto: In a way this topic starts with Robert Abbott's 1980's article
'What's Wrong with Ultima.'  Eventually, tone of CVP becomes, what is
right with Rococo?--Ultima offshoot.  Now theme is: what is right and what
is wrong with Fugue?   I consider myself Rococo playing expert from
present-Courier games, nothing wrong with Rococo as it is.  Based on
knowledge 2000 Encyclopedia CV games and more or less 2000 CVP games 
and 200 games patents more or less, I see at least one suspect feature in
Fugue, high piece-type density, not having played it.  Maybe standards or
principles, Depth, Clarity, Piece-type Density, help evaluate games,
because there is this prospect (simply using Fugue as available example):
Vary the Archer-Bowman ten ways (ranges), vary the Shield ten ways
(different piece combinations not shielded etc.), vary the Pawns ten ways
(make one or two Pawns unique piece, for ten piece types altogether, etc.).
 Those options alone make 10x10x10 = 1000 new games, 1000 more sets of
rules, more or less.  A better way: a priori evaluative criteria.
As far as subjectivity in Arts, Paracelsus says, 'Resolute imagination is
the beginning of all magical operations.  Because men do not perfectly
believe and imagine, the result is that Arts are uncertain when they might
be wholly certain.'