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Scissors beats paper, which beats rock, which in turn beats the scissors.
Very similar to a lot of games, don't you think?
Let's take beat em ups, as an example.
We have "ordinary moves", "grabs", and "blocks/counters". You can pretty much sum up the vast majority of the play with just those three types of move.
Similar sort of thing with a lot of RTS games, too - eg, the regular troops will beat the ranged seige weapons, which beat the slow, armoured units, which beat the regular troops.
So, why is it that such an old game encapsulates the essence of so much of modern gaming? Was it ahead of its time?
Ever played rock scissors paper against a computer program?
It's not much fun - there's no psychology.
Perhaps this explains why computer opponents can never be as 'entertaining' as real life opposition?
Any thoughts?
(;o|
> A simple enough concept, really.
Scissors beats paper, which
> beats rock, which in turn beats the scissors.
Very similar to a
> lot of games, don't you think?
Let's take beat em ups, as an
> example.
We have "ordinary moves", "grabs",
> and "blocks/counters". You can pretty much sum up the vast
> majority of the play with just those three types of move.
Similar
> sort of thing with a lot of RTS games, too - eg, the regular troops
> will beat the ranged seige weapons, which beat the slow, armoured
> units, which beat the regular troops.
So, why is it that such an
> old game encapsulates the essence of so much of modern gaming? Was
> it ahead of its time?
Ever played rock scissors paper against a
> computer program?
It's not much fun - there's no
> psychology.
Perhaps this explains why computer opponents can
> never be as 'entertaining' as real life opposition?
Any
> thoughts?
I see your point here. Perhaps it is easier to make a game where some things are never change.
Scissors beats paper, which beats rock, which in turn beats the scissors.
Very similar to a lot of games, don't you think?
Let's take beat em ups, as an example.
We have "ordinary moves", "grabs", and "blocks/counters". You can pretty much sum up the vast majority of the play with just those three types of move.
Similar sort of thing with a lot of RTS games, too - eg, the regular troops will beat the ranged seige weapons, which beat the slow, armoured units, which beat the regular troops.
So, why is it that such an old game encapsulates the essence of so much of modern gaming? Was it ahead of its time?
Ever played rock scissors paper against a computer program?
It's not much fun - there's no psychology.
Perhaps this explains why computer opponents can never be as 'entertaining' as real life opposition?
Any thoughts?