![]() ![]() Thumbs up for this post :) This describes clearly how I feel after years of playing wesnoth. Okay, sure, this does almost completely destroy Wesnoth's ability to be played competitively but I believe that fun is always more important than rigid and stale balance and I know, that Wesnoth, will remain forever one of my favourite strategy games because of that. There is no "fake depth" with hundreds of choices but only a slight few being "meta" because the entire game is balanced around a system that will always be balanced, risk-reward. The RNG and terrain systems are in my opinion the sole reason why this game has so much strategic depth and the elegance and simplicity with how it is shown to the user with almost no AoE, DoT or buff effects in combat, and no convoluted tech trees, diplomacy or economy simulation is why I love this game. The problem was, I had gotten myself into an almost completely unwinnable situation and it was my limited knowledge of how the game worked was that made me believe that the game was the problem, not myself. I, in one game months ago, believed I had lost only due to RNG and reloaded my save around 30 times eventually giving up thinking the RNG to be completely "rigged" but the fact is, the RNG is not "rigged", if it was, due to the game being open-source, someone would have found out and fixed the issue already. Often, the impact of the RNG on the game is quite limited anyway, as you will find if you attempt to save scum in order to win. This is a single potential tactic and even then it becomes a huge decision which will have rippling consequences that you will not be able to perfectly predict even if you think about it intensely for the next 5 years. Now look at Wesnoth, a well-timed cavalry charge with horsemen or lancers could have huge pay-off, you could get the double damage hits off and crush the enemy line, or, you could suffer insane losses. Chess becomes a puzzle, not a game of strategy and that is the reason why. This is because results stemming from that move are definite, and while this creates a game that is very fair and extremely challenging, it is not realistic and nor (and more importantly IMO) is it often as fun, tactical or deep. In a game like chess, with no randomness at all, this kind of strategic thinking never, at least if you are good at the game, comes into play because if you take a risk in chess, that is a bad move, and unless your opponent is extremely unskilled or stupid, it will always backfire. When making the decision on sending that charge towards the enemy, you have to way up the odds and the potential benefits and losses you could receive. ![]() In real warfare, sending a single huge charge with no back-up plan is a risk, but it could have a great pay-off if it succeeds. No, the reason RNG in Wesnoth is fun is because it adds uncertainty and therefore makes real tactics viable let me explain what I mean: Even adding stakes is just a way of tricking our minds into thinking we are having fun rather than truly having an entertaining experience. ![]() I see so many people complaining about the RNG in this game so I thought I would make a post in defence of it, with a combination of the developers' and my own reasoning, because I believe despite how much frustration it can cause at times, it is a wholly integral part of the gameplay.įirst of all, RNG is not fun simply because it is random, rolling dice is not inherently fun except at an extremely superficial level and even then, without any stakes, it is repetitive and boring. ![]()
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