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<blockquote data-quote="Skyscraper" data-source="post: 6401568" data-attributes="member: 48518"><p>It's the reason some cities have a cartesian urbanism setup: it's straightforward and easy to figure out (though it might weel be ugly urbanism, mind you). In other words, it's simpler.</p><p></p><p>And really, the game has a much higher scale of abstraction than the difference in spacial accuracy between hexes and squares. I.e. players need to digest abstraction concepts such as hit points, armor class representing armor and dodging capacity, all creatures of a given race moving at exactly the same base speed, and generally creatures doing things undoable in the real world, just to name a few. So when one asks me if hexes represent the game with more spatial accuracy than squares, I'm like: dude, you're right, but this is pretty far down the list of abstractions that my mind needs to accept to imagine the alternate reality in game terms, so simplicity overrides the spacial accuracy hands down.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6401568, member: 48518"] It's the reason some cities have a cartesian urbanism setup: it's straightforward and easy to figure out (though it might weel be ugly urbanism, mind you). In other words, it's simpler. And really, the game has a much higher scale of abstraction than the difference in spacial accuracy between hexes and squares. I.e. players need to digest abstraction concepts such as hit points, armor class representing armor and dodging capacity, all creatures of a given race moving at exactly the same base speed, and generally creatures doing things undoable in the real world, just to name a few. So when one asks me if hexes represent the game with more spatial accuracy than squares, I'm like: dude, you're right, but this is pretty far down the list of abstractions that my mind needs to accept to imagine the alternate reality in game terms, so simplicity overrides the spacial accuracy hands down. [/QUOTE]
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