Turn based strategies without...

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12 comments, last by KorangarDev 11 years, 3 months ago

I was thinking about possible mechanics for turn based strategies and it struck me that I can't recall almost any games that were not about a map with units moving to kill other units! So, if you know any, let's create a list of turn based strategies where you don't move units on a map to kill other units (planets count as a map too).

Such game needs to meet ALL conditions below:

- turn based

- strategy (in a very broad sense)

- you don't move units on some sort of map to kill other units

Whenever I think I found one (there are many sims/tycoons/managers that are not about moving units on a map) I quickly realize that it's not a turn based game :)

So far, I could think only of Dictator on ZX Spectrum as the lone example :D

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

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I can't think of any video games off the top of my head, but there are probably some examples if the world of card games.

It's definitely stretching the definition of strategy from that normally used in video games, but "Magic: The Gathering" and "Munchkin" are both turn-based and involve strategic planning.

- Jason Astle-Adams

It's definitely stretching the definition of strategy from that normally used in video games, but "Magic: The Gathering" and "Munchkin" are both turn-based and involve strategic planning.

Yes, but these are direct clones of boardgames (not only card games, could be Ticket to Ride, Kingdoms, Race for the Galaxy). Basicly all boardgames can be converted to computer games as turn based strategies... But... I'm not really sure if fully counts. I mean, these were designed primarily as boardgames and as computer games these are inheritably inferior. Or maybe is it that only clones of boardgames are the ones that do not involve moving units on a map to kill others? Is it truly that there are no computer only examples?

Which is kind of weird since boardgames proved that such mechanics can work and be fun, so why lack of these in computer games?

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

Absolutely, and I'm sure there must be some examples, but I'm drawing a blank.

Perhaps it would be useful to more clearly define strategy, given you're using it in a broader sense than usual, as I think combat -- even if in an abstract form like Chess or Checkers -- is probably the most natural way of expressing it. I think we could probably include anything that involves managing resources and planning ahead.

- Jason Astle-Adams

I can't think of any existing examples, but I can think of a few ways to do this.

Something that immediately came to my mind was how in The Last Story, you see all your opponents before you begin fighting, giving you time to plan out your attack. However, it doesn't quite fit the criteria as it's an action game, not turn-based. But a similar design could be implemented into turn-based combat. I think the main key to get rid of unit placing is to focus the action, to strategize the actions of a party instead of troops.

You could take the standard format of turn-based RPG and do away with the aspect of grinding so that the player must adapt their strategy instead of leveling up to a point where they can just bash their opponents into submission. Instead of each character and enemy getting their own turn, they could each act as groups, allowing you to control the order in which your players attack.

Final Fantasy X let you see how your moves would affect who's turn it is in battle. Something like that in a game more designed around strategy would be pretty sweet.

Perhaps it would be useful to more clearly define strategy, given you're using it in a broader sense than usual, as I think combat -- even if in an abstract form like Chess or Checkers -- is probably the most natural way of expressing it.

That's still moving units across a map to kill other units. tongue.png

Settlers of Catan ?

Yes, but these are direct clones of boardgames (not only card games, could be Ticket to Ride, Kingdoms, Race for the Galaxy). Basicly all boardgames can be converted to computer games as turn based strategies

The other way around applies too, though - basically all turn-based computer games can be converted to board games. There are lots of board games where you move units on a map to kill other units, from Axis and Allies to Dominant Species and simpler things like Risk.

Personally I'm confused by what a strategy game that doesn't involve moving units on a map would even be. I thought that was part of the definition of strategy. But, if you want to define strategy in some other way, ok, what about the kind of games where you get a set number of actions (usually 3) per turn? The strategy there is in what single-turn combinations are effective, balanced against whether individual actions are more effective when done earlier or later. The Great Wall of China card game is an example of this - all players get the same deck of cards, though you draw them from a randomized deck. Or how about the dice game Roll Through The ages, or the card game Saint Petersburg? Those are both shopping strategy games.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

I spent many hours as a kid playing pizza tycoon which is a business strategy game, and trade wars which is space trading game. But basically all non combat strategy games seem to be either business games or simulation games.
Aren't all puzzle games just a form of strategy game?
<blockquote class='ipsBlockquote'data-author="Anastas" data-cid="5014060" data-time="1356397363"><p>
<blockquote class='ipsBlockquote'data-author="jbadams" data-cid="5014039" data-time="1356387916"><p>Perhaps it would be useful to more clearly define strategy, given you're using it in a broader sense than usual, as I think combat -- even if in an abstract form like Chess or Checkers -- is probably the most natural way of expressing it.</p></blockquote>
<br />
That's still moving units across a map to kill other units. <span rel='lightbox'><img src='http://public.gamedev.net//public/style_emoticons/default/tongue.png' alt='Posted Image' class='bbc_img' /></span></p></blockquote>Yes, that's what I was saying...

- Jason Astle-Adams

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