RicardoRix wrote:Well, on the flip side, you are either involved with playing the game or you're not.
But the thing is, you are not. That is the point. In turn based games, you can see you have lost, and there is no incentive to keep coming back to click on "Stay"
How are you going to learn from experience with the abject humility of having to stay there totally useless just clicking on the pass button.
That is probably a very valuable lesson.
And one that many people do not seem to learn. They *do* make the same mistakes again. Anyway, I guess you are talking about real-time games, whereas I am talking about turn-based. There is no question of staying to click on pass. The question is whether you come back to click on pass. Which they often don't. And of course one can skip their turn, five days later, but that is very frustrating.
In russian railroads, it even says 'you have nothing more left to do, you must pass' with a pass button.
Stone Age forces the last person to pick a resource where there is only 1 available choice.
If you are not involved with the process any possible automated effect can easily lead to a misunderstanding.
In your example, it's 'I was half way through playing this turned based game of logger and all of a sudden I'd just lost, somehow it kept skipping my turns'.
I don't know anything about RR or SA, but I haven't heard any complaints about it in Hive, where if you do not have a move the computer says "Player A has no moves. It is Player B's turn again". No possibility of misunderstanding -- you can follow it in the logs.
The hapless opponent always has the option to concede.
Ah but they don't. Most of the games I play are tournament games, and they do not have the option to concede. Whether they should or not is a whole other discussion.
In any case, as I pointed out, I am only asking for a feature that already exists in some other games like HIve. So it is not that radical.