Random or procedurally generated elements in game design have become a popular mechanic to add replayability and depth to games these days. Keeping the player guessing is a great way to keep them coming back, and we see this a lot in the rogue-like genre. However, randomness does come at a price and can cause problems of its own that I want to talk about.
Recently, I got back into Anno 2205 which is the latest game in the economic strategy series from Blue Byte. The game is more notably known for streamlining a lot of the game down to its basic systems. While I enjoyed the game and love titles built around optimization, I can’t help but feel that the developers messed with one of the most important draws of game design built around optimization.
The Anno series has been a favorite of management fans for over seven years. Recently, the series moved from the colonial and seafaring era to the future while keeping the same basic foundation of logistics and effective management. Anno 2205 represents the second game during this future period and delivers an almost fresh start for the series, but one that may rub the dedicated fans the wrong way.