In many games there are times when moves/decisions can be determined by the rules and enacted by the software. For example, at the end of the Tokaido road, and when bandits' actions cannot be completed in Colt Express.
BGA and its treasure trove of games provides much more than just the thrill of winning – it provides great pleasure from the simple process of playing, just as real board games on real tables do ... where humans can move only at human speed.
I fear there may be oodles of users who cannot follow some (many?) of BGA's lightning speed animations. I think that software controlled actions across the BGA board (sorry: pun unintended) would benefit from SLOWER animations, so that people can APPRECIATE more easily what is happening, and without having to refer to the game-record to overcome their bewilderment (doesn't 6Nimmt behave a bit like this?) Thus might (fun-players especially) gain a greater sense of involvement in the game: got-to-get-to-a-win guys would lose but seconds of their lives.
With fingers crossed that this
might be warmly accepted.
BGA and its treasure trove of games provides much more than just the thrill of winning – it provides great pleasure from the simple process of playing, just as real board games on real tables do ... where humans can move only at human speed.
I fear there may be oodles of users who cannot follow some (many?) of BGA's lightning speed animations. I think that software controlled actions across the BGA board (sorry: pun unintended) would benefit from SLOWER animations, so that people can APPRECIATE more easily what is happening, and without having to refer to the game-record to overcome their bewilderment (doesn't 6Nimmt behave a bit like this?) Thus might (fun-players especially) gain a greater sense of involvement in the game: got-to-get-to-a-win guys would lose but seconds of their lives.
With fingers crossed that this