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Dominion General Discussion / Re: Seaside and Prospeirity 2nd Editions
« on: June 03, 2022, 02:06:33 pm »
Echoing the point of casual vs. competitive players.
I think whether competitive players handle attacks better or not seems irrelevant. The point that matters is whether or not they want them. If they don't want them, and it is seems the push to remove them is coming from the competitive community, then it must mean there's some other aspect to attacks that obviates that consideration.
I can think of a few:
1. While it is true competitive players build engines that can handle attacks better, the disruption of an engine (however great) seems to upset the perfectionist mind more than a social one;
2. Competitive players seem to dislike a slog or big money approach to the game, which may feel more simple or luck oriented;
3. Related to (2), competitive players seem to want to play lots of games (accumulating wins, moving up and down ladders, and all that). Casual players often just want to hang out. Attacks delay completing games, generally speaking;
4. Competitive (or at least, online) players don't seem to game for the interactive element. While Dominion does have player interaction, it can very easily feel like solo play to casual players. Attack cards increase player interaction, if only to introduce additional antagonism and delay to the proceedings.
I think whether competitive players handle attacks better or not seems irrelevant. The point that matters is whether or not they want them. If they don't want them, and it is seems the push to remove them is coming from the competitive community, then it must mean there's some other aspect to attacks that obviates that consideration.
I can think of a few:
1. While it is true competitive players build engines that can handle attacks better, the disruption of an engine (however great) seems to upset the perfectionist mind more than a social one;
2. Competitive players seem to dislike a slog or big money approach to the game, which may feel more simple or luck oriented;
3. Related to (2), competitive players seem to want to play lots of games (accumulating wins, moving up and down ladders, and all that). Casual players often just want to hang out. Attacks delay completing games, generally speaking;
4. Competitive (or at least, online) players don't seem to game for the interactive element. While Dominion does have player interaction, it can very easily feel like solo play to casual players. Attack cards increase player interaction, if only to introduce additional antagonism and delay to the proceedings.