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Controlfreak3

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  1. One of the basic ideas of game design is to put the game together so that the person playing it can 'tell themselves a story'. I believe that SWR is the absolute ultimate in doing that. Every game is different to such a degree that you can remember specific times that Lando or some other minor character became the key to swing the war into your favor, or even the old favorites doing something truly extraordinary that you'll never forget. I believe that is why the game has such staying power...It's been my favorite game since I started playing it. I also found a review article on 'games we loved from the past that nobody makes anymore' and SWR was number 6 of 20. On that list were games such as the Commodore 64 M.U.L.E. and others like that, that were so simple and so good, but nobody wants to make anymore because they can't put an explosion on the cover of the box. The biggest complaint about this game (and why it's not one of the most popular games of all time) is that the interface was really bad. WE stuck it out and can get through it easily, but there are plenty of ways to have made it much simpler. If it would have been easy to play though, I'm not sure we'd have appreciated it as much. So there's the conundrum.... In the end, SWR is truly the best ROLEPLAYING game ever invented. I say roleplaying because you truly roleplay the person making all of the tactical decisions. While you don't get to talk to anyone, that is not 'roleplaying'....roleplaying is when you take on the role and do it. This is my first post on this website, but I felt strongly enough to put my two cents in as to why I thought it had such staying power and is so loved by those who 'get it'.

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