Winning or losing to a score victory in ES2 wasn't fun
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but I can't help but think
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The endgame of most 4X games isn't particularly exciting either. You know you're almost certain to win long before you actually finish the rocket or mop up the last two capitals or whatever
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4X games get increasingly tedious in the lategame, with an increasing number of decisions each with decreasing game impact
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It was incredibly unsatisfying to get "interrupted" by a score win but you were almost certain to win some other way
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It's not like the "endgame" of mopup is especially satisfying
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but on the third hand
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Is this too much of a smark opinion? Are most players capable of seeing the snowball form and estimating its inevitability before it tips down the hill?
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Is it good to cut off any chance of an endgame rally, as well?
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I still don't like Endless Space 2 and I don't like how score victories worked when I played it but I have this nagging feeling there's an important design idea there
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The design idea is "the game should end at some point." We built that into our card game with specific lategame cards, where basically once you get to the point that they're able to be played, it should be accelerating the game to a final decision.
Le chargement semble prendre du temps.
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