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a stark change from chess to many grid based strategy games is how movement immediately gets homogenized. in chess every piece type has very different movement rules, but as soon as you remove the abstraction and put people in there like FE/FFT, suddenly it’s too weird for people to move that way

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Strong agree on all of this, however I will add: I think Advance Wars found a very good middle ground between the artifice of Chess and homogenized realism, in that the units you command have various different movement types (infantry, tires, treads, etc.) that interact differently with terrain.

The game's level design makes strong and prolific use of these terrain differences too. Vehicles with tires go far on roads but not as far anywhere else and you'd better not be trying to drive them in forests, vehicles with treads treat most terrain the same, only infantry can traverse mountains...

And of course there's also air vehicles (with two different types: planes and helicopters) and ships (with reefs and shoals representing strategically significant terrain), though AW's battles are usually primarily played out on land. It works great! AW2 is one of my favorite ever strategy games.

i bring this up because a part of my distaste for realism in games is how it has this homogenizing effect on the game’s design. as soon as your world starts to look real, you’re sort of making this promise that it will also behave more real. and so we drift away from grids and turn-based even

one of the reasons i really like pixel art is its abject refusal to go too far down that path. it always requires that you put your imagination forward, and leaves room for metaphors and mechanics that would feel entirely wrong in a less abstract environment

when you don’t give away all the details, it allows the imagination to fill in. the story here is “you adventure across a vast land with your allies, it takes days, maybe weeks” but in actual gameplay it takes like 1 minute but not when your game is realistic, and promises a realistic experience

i also use FF7 here because i think low poly can actually serve this same purpose as well. as designers were transitioning away from this more abstract style of design but i don’t think they realized what they were leaving behind

Something I always really loved about Shining Force compared to FE was that the higher level spells could cast in ranges and hit multiple targets at once. Felt a little more "tactical". I still need to play Triangle Strategy, being able to make barriers etc in the demo was fun.

I think a part of that might be a matter of complexity. In chess movement IS the game, with "battles" resolved simply by giving the moving player advantage in any encounter. RPG strategy games like Fire Emblem have a lot of other factors to take into account such as unit statistics, terrain, etc.

well yeah, i can’t imagine chess would be very fun if everyone just could move 5 tiles and there were no other mechanics

hm also i think one thing that makes simple graphics feel really good is they feel, complete? like, they’re consistent, a tile is just the unit the world is built with. something about that feels more solid in some ways, bc you won’t run into a big blurry stone texture and think oh it’s set dressing

paradoxical maybe,, i feel like it’s easier to make something /feel/ real by being obvious about the limitations, bc then your fidelity only needs to hit a certain threshold, and anything that hits that level is fully real within the world you’ve created, idk

i think that’s also a huge part of the value. high fidelity is so expensive and takes so long to make and requires such powerful computers and we line the earth and we work people to the bone and then we fire them when it doesn’t sell millions. and it’s NOT required to achieve the feelings they want

kinda sideways example of this, when you watch a stage play, the stage is the world, so you don’t need a massive expanse of land and multiple sets to tell a big story. the timeline is similarly compressed

i think sometimes going more towards “realism” can give you some neat emergent mechanics that feel less designed (eg. just due to interacting simulations. physics + npc behaviour or whatever) but it’s def a difference space. and it’s not necessarily coupled to graphics fidelity.. (eg dwarf fortress

yeah they’re very different. high fidelity and this push into realism is always spoken of like it is an advancement, an improvement on what came before. but in reality it is a lateral move, and it thinking about it otherwise is to lose sight of the value inherent to both