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Auto chess controls
Auto chess controls




auto chess controls auto chess controls

I just found Zach Gage’s podcast (not sure how it took me this long!), the Spelunky Showlike, and I’m really enjoying it-go subscribe to it if you haven’t already! I noticed on the latest episode, which features a systems designer from Riot, Greg Borenstein, they mention me in reference to the topic of randomness in game design (so, based on presidential candidate debate rules, since I was mentioned, I get a chance to respond!!). This is important not at all because of “wahhh! We Must Be CONSISTENT!” or any kind of “that’s not how I learned it!!!” grammar-police type behavior, but because of something that it says about how we think about innovation in videogames. But it’s worth noting that if we’re calling Auto Chess (and its handful of slight variations, most notably Teamfight Tactics) a “genre”, that is pretty different from how the word is used in other media (books, TV, music, etc).

auto chess controls

Because of course, the way language works is that if enough people say a word means X, that’s simply what that word means. Another title of this article could be, “ what it says about videogames that we consider Auto Chess to be a genre“.






Auto chess controls