I had an interesting chat with a game developer this week, where he spoke about making sure there were interesting choices in each phase of a game. That the first turn should be interesting, just like the last turn. Many games have unimportant first moves and obvious last moves.
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Of course, the reason we had this chat was because a game I'm working on has unimportant first moves and obvious last moves! The middle might be fun and interesting, but the whole experience is important.
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If the start is unimportant, maybe make it part of the set up. If the ending is obvious, maybe make the game end a few turns earlier.
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