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Ray Greenley's avatar

I'm in full agreement on the tennis proposal. Totally unnecessary and makes the game more complicated without really adding anything.

The most obvious game that jumps to mind regarding resource efficiency is one where you have no control over that efficiency: War. Taking a 2 with your Ace is a disappointment, even though you 'won' the exchange. You want to be getting a King with that Ace! If nothing else, War can at least be instructive to young kids about resource efficiency in games.

Oh, here's another one from a game I pulled out just this past weekend: in Space Cadets, the Tractor Beam station wants to try to be as efficient as possible with their tiles. If they burn pairs of 3s and 4s when they don't need them, they might run into real trouble later on when all they have left are 1s and 2s.

Neural Foundry's avatar

Brilliant framework for understanding efficiency in games. The chunking lens really clarifies why area control games create such satisfying tension - its not just about winning territories, but the constant calculus of when to accept losses vs overcommit. I've noticed this same dynamic in deckbuilders too, where buying a slightly weeker card to preserve economy often beats chasing the perfect purchase.

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