@Clint_Davey1 @gamingthepast For me the connection is the notion of strategic initiative. As the round leader, I am proactive, and everyone else is reactive. It explains the inverse relationship between initiative and number of pips - more actions = taking longer and giving others the chance to prep faster.
@Clint_Davey1 deal with the plan set forth for the round. Do I limit my actions? Do I burn to try and get more actions the next round? The fact that you can play cards face down also adds to the strategy since you can now play the mental game with those who are trying to card count. /end
@Clint_Davey1 I wholeheartedly disagree. The trick-taking element adds a lot because it makes being first that much more interesting. Lots of games have player order implications, but the first player in Arcs sets the overall strategy for the round; no matter if I'm second or last I have to /1
@stephentotilo There's a reason why Hollow Knight continuously tops metroidvania lists; it was good from many fronts. PoP I thought was really good too (ignoring some combat gripes), but then when you start looking at the rest of the genre, I feel the adherence to style keeps the games samey.
@stephentotilo Is it possible that Metroidvanias just don't have good mass-market appeal? Don't get me wrong, I love them but if you take a sampling of them, the difficulty can put people off. If you ignore the difficulty, most of them hardly have the unique experiences to warrant another look
@rossetate Do you have the original assignments? I'm curious as to the rest of the coursework since I didn't have the opportunity to take the course due to scheduling conflicts.