Nope. Not trying to hurt anyone else's feelings, just discussing my own. I might be an oblivious, self-important twit or some similar insult, but I'm not a troll.
His hypothetical ideal game doesn't make any sense, because what makes a game fun is having meaningful choice.
I don't agree. What makes a game fun is variety, even if the variety is just that you flip up a top card to find out which color moves this turn, or roll dice to see how far you advance along a track (the latter describes Chutes and Latters, which IIRC offers the players absolutely no choices beyond which color of pawn is theirs). Those aren't terribly deep games, mostly they only work for small children, but they are games, and they can be fun if you're in the mood for extremely light entertainment. Subjecting yourself to a challenge compares to that much the way masochism compares to conventional sexual desires - it's a more intense form of stimulation, for those who have become (or always were) too jaded to appreciate the lighter pleasures.
What's the point in every city having its own football team? The multiple heroes allows you to pick one that's "yours". They don't need to differ more than aesthetically. If you like simplicity, play Ra; if you like constant activity, play Tachyon; if you like to build up to incredible power, play O-X; if you like to durdle your way through an incredibly long turn to largely incremental benefit, play AA.
It's like you're saying you don't want randomness in a card game. Well, umm…it's kind of the point of a card game that most of it is random, hence the term "luck of the draw"
I want randomness to determine WHICH outcomes occur, but none of them being better or worse than the other ones that might have occurred. I don't want to be lucky sometimes and unlucky others; I just want different varieties of exactly the same total amount of luck.
Here's a perfect example of what I'm talking about. When I'm playing Fanatic, I virtually always would rather draw Smite the Transgressor than Brutal Censure. The latter is 2 damage and draw a card, which is a pretty negligible effect; it might be handy if I have nothing else to do with my card play that turn, but against any sort of reduction, I'll just take 2 cards for my turn. But Smite the Transgressor, even if I can't use it now, will be an amazing card later once I get out Absolution or Sacrosanct Martyr. (It does deal a less useful damage type, so in theory they might be balanced for that reason, but in practice I don't find them so.) This inevitably makes me unhappy every time I draw Brutal Censure, because there are very few circumstances under which it's an especially useful card, and I wish I had Smite the Transgressor instead.
For others, perhaps. I just find it to be a waste of my invested time and effort. I usually win the game anyway (granted I'm not playing on Advanced in most cases), but often I felt helpless, frustrated, or otherwise bad about my exact position several times during the game, and that makes me a sad panda. I would rather have had consistent awesomeness all the way through the game…I recognize that this is impractical to achieve, just as very few movies have every scene be equally cool. I'm just saying, that would be ideal to me.
Also, you seem to have completely missed the point here. I'm not even sure if you're kidding or not.
In general I am virtually never kidding, unless I include a smiley or otherwise make it extremely obvious that I didn't seriously mean it. (I also tend to be very afraid of insulting my friends whenever I speak; the fact that I often succeed in insulting online strangers is due to my not knowing them as people, and thus being unable to guess how they'll take things that I say.)
Regardless, allow me to add to this analogy.What you want this game to be is checkers, where one piece is just as good as the next, and the only difference of each of the pieces is shape and color.
And, most importantly, where on the board they are placed at any given moment. That alone gives them variation.
What we have here is an incredibly complex game of chess
Yes, but it's more as if you put the pieces on the board at random, so sometimes your king is in your front row with your opponent's queen pointed right at it, and you lose immediately. That's what I want to avoid! Chess is a strategy game with NO randomness at all (unless you roll a die to decide who plays white), and I'm fine with some pieces being pawns and some being queens in that case. But Sentinels uses too much randomness to be a pure strategy game, and I find that including luck in a strategy game spoils the strategic element of it. To varying degrees; Sentinels does much better in this regard than a lot of games, but I'm always pushing for perfection.
Just by adjusting the numbers on some cards, adding "draw a card" or "gain 1 HP" clauses to cards that are currently weak, adding drawback clauses to cards that are currently strong, and otherwise tweaking the details, you could eventually achieve a perfect balance, where there are no bad draws in the abstract. There would still be situationally bad draws, like Legacy getting four melee One-shots when Voss has his Starship in play. But there would never be an absolutely bad draw, like Argent Adept getting three Instruments and a Vernal Sonata in his opening hand. Nor would there be absurdly good draws, like Arcane Cadence into Arcane Cadence. The latter means AA has a disproportionately good game, and the former a disproportionately good one. I'd rather that he always got Arcane Cadence somewhere in the middle of the game, or maybe that he always got it on his first hand (he does seem to need the extra help in order to be any good), but only once. Just as Vernal Sonata can't keep looping itself, I don't think Cadence ought to be able to chain into itself, as it's far too swingy. And I don't like how some of AA's songs are almost useless (Cedistic Dissonant when you don't have a spare Instrument, Rhapsody of Vigor when everyone's at full HP but the villain is close to an alt-win, Rhythms in general), while others are godly (Harmonies in general, especially Supertonic, and also Sarabande of Destruction in some games). The non-song cards are similarly questionable - Vernal Sonata is wasted if there's nothing in the trash yet, Polyphoric flare is only good if you have Instruments out, and Silver Shadow only if you have a song with a good Accompany (Counterpoint Bulwark and Syncopated Onslaught do NOT have good Accompanies, Cedistic Dissonant's is only good if you have cards to spare, and Alacritous Subdominant's destroys it; Supertonic is usually good, though not if you're at full HP, and that leaves Inventive Preparation, a card whose Perform is quite weak and thus one which is generally less worth playing in the early game, as having the only really good Accompany).
Obviously, Argent Adept is one of the heroes with the most capacity to frustrate me. Unity is another one, which is how we got on this whole tangent in the first place. All I've been saying is that I would like those characters better if they were more consistent, with power levels that were a steady 45-degree climb throughout the game (barring a mass-destruction card), rather than some games having them explode out the gate and steamroll the opposition in three turns, while other games they sit there drawing two cards turn after turn until they finally become relevant.