What was interesting/worked about it's design (and why did the players care?[1])
Was it resilient to the, uh, many, many well-documented problems that the genre pushes players/itself into?
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[1] There's a lot of ideas in this space that sound interesting on paper to nerds bikeshedding, but often fall flat in actual implementation. I'm curious as to what were the ones that worked.
Was it resilient to the, uh, many, many well-documented problems that the genre pushes players/itself into?
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[1] There's a lot of ideas in this space that sound interesting on paper to nerds bikeshedding, but often fall flat in actual implementation. I'm curious as to what were the ones that worked.