and state that those pure blobbers some people keep gushing over are so shallow gameplay-wise that the afore mentioned fans enjoy them precisely because they are devoid of complexity
Then for you chess-players must be some of the most simple-minded people.
See now, comments like this is why I insulted your intelligence earlier. Comparing chess to what I called "pure blobbers" is like comparing chess to "connect 4". Take a trip to wikipedia and look up "game complexity" and "solved game" before you declare yourself a fledgling Kasparov.
Again, grid-based blobbers are somewhat like chess in that they are more abstract. However, the beautiful thing about blobbers is that you get to use your imagination, which increases immersion.
First of all let's put the "feelz" aside because those are personal and everyone has a right to their "feelz", I'm not attacking that.
Then let's move to this "abstract" word you keep using. In your mind abstract means deeper, more complex, intelligent, chess etc. Guess what, abstracting something actually means you are making it simpler. That's what abstraction does, it sheds concrete data and keeps the rules of a phenomenon. The more you abstract something the farther it gets from the truth and the simpler it becomes.
Example time: An arcade game with a top down view of a plane that shoots incoming enemies is an abstraction - an extreme one - very simple. A 3d flight simulator with all the physics implemented is also an abstraction - a more functional one - complex relative to the former but still simple compared to the real thing.
Let's wrap it up, your grid-based abstraction is farther from the real thing than a free-move abstraction and thus clearly simpler. The only way that would change is if you add game rules to increase it's complexity but then it's not an abstraction any more, it's a game. And you can always add game rules to free-movement as well so kind of a moot point. Thusly, Grid-movement makes the game more shallow not more complex.
And speaking of complexity, have you ever played a blobber like Wizardry 7?
Let's address first the term "pure blobber". Unfortunately, I keep using the wrong expression to define categories of games in this thread. I meant "ye olde blobbers" from before 1990.
Now, Wizardry 7 is a far departure from those blobbers because of complex character system, tactical combat etc. - everyone knows the games strengths. Grid-movement however is not in my opinion relevant to the game's strengths. If it was free-roam it would have been just as good. Now, would I want it to be ported to another engine and made free-move. No, no I don't. Like I said in my first post, free-move is only better if you take advantage of 3d space and geometry when building the map. A new game could be built with that in mind and made better. This "3d space and geometry" I keep ranting about, if implemented creatively, moves the game down the abstraction scale, bringing it closer to the real thing and making it deeper and more complex. Back to the flight simulator example, if you implement real physics it's awesome, if you don't, might as well make it to 2d because it's not gonna' matter.
So, have I hammered this point enough, is it clear now why free-roaming is better, but if and only if it takes advantage of 3d space ?
Probably not...
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