It can be a problem for sure but I wouldn't rate it as the worse thing.
It depends, I'd say.
Sure, there are worse blockers of fun, but what makes wasting players' time so egregious is that it would be extremely easy to solve in almost all cases with only little time investment needed on part of the developer.
While technical / mechanical issues can actually be very difficult to tackle.
Sometimes, technical / time-related issues overlap, though, such as developers not knowing how to utilize multithreading properly.
Here's the thing, it would be real a problem for real-time shooting games or turn-based games like action roguelikes. This is not a game you will be firing every single turn with every unit, and you will be saving far MORE time here than in most tactics games where you only get to move one unit at a time.
Maybe?
I'd have to play to be sure of this. But no matter how common it will be, I can practically guarantee that it'll be one of the most requested features to disable. And for good reason. You're really only showing 2+2+2+2+2+2+.....211 where you could just show one number instead. There is no mechanical influence here, just a "meta" one.
If you want to convey the size of numbers, instead of using time for that I'd just increase the font size. Or show more numbers at once, like shotgun pellets.
I have to profoundly disagree here. The younger generation of people is less prone to understand Archrebel's concept and they are the ones that ask questions about units being turned into circles and why damage isn't instantly applied. The older generation of people who played Rebelstar or Laser Squad immediately see what is happening and actually tend to praise it.
Nah.
The concepts aren't
that hard to understand. And even among the older generations, most haven't played rebelstar or laser squad, either.
Anyone who's never seen the unit-circle thing would at least wonder about it, no matter the age.
Doesn't mean that some generation would just automagically "get it" while others don't, it becomes kinda clear on its own IMO.
If anything, older generations are probably more likely to be accepting of a higher level of abstraction due to being more used to it - and they are certainly more likely to actually have played the older games.
But still, the main point of people not liking their time wasted is unrelated to generation.
Also, unless I'm understanding something wrong here, damage IS instantly applied, no? You are merely splitting it apart artificially to show it in a slower manner for nostalgic/design/artistic reasons. There's no mechanical reason the damage couldn't be all shown in one snap, unless there's some kind of interrupt mechanic I'm not aware of?
Again, I'm not saying don't do that, I'm just saying make it optional or allow speeding it up significantly.
Talking about that, I do like the interrupt-on-x-damage-taken idea, it shall go to my ideas folder