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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

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

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