sequence remains important
Why video game with turn-based strategy? Because the simplest play teaches important lessons on life, as long as you don’t while away time in compulsive repetition, long after the lessons are learnt without added value.
Therefore even Snakes and Ladders teaches you to be humble in life, unperturbed by the low and high rises in your goals towards the ultimate goal, as well as taking in stride the precipitous slide-backs and plunges in fortune, as you fall back down low, even getting kicked out to start rock-bottom again, from those who come at you to hit hard from behind.
I again re-visit War on Folvos, to continue the latest mission I have not slowly completed, even re-playing misjudged moves with bad outcomes, because the enemies were where I hoped they would not be, and counter-attacked when I hoped they’d miss.
I re-discovered that whichever of the two typical, diametrically opposed factions you side with, the process patterns are similarly, not identically sequenced optimally. You’d want your fast and light to move out and scout ahead, and spam reloading unless you love continuing stuck in worse alternate outcomes. And of course, except for the most compulsively wise, don’t fail to save your latest attained statuses often.
Alan Heah is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.