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(1 edit) (-3)

Ok. Let's take any classic RTS. C&C, Warcraft, Starcraft, Age of Empires, Warhammer 40k, etc. They have, for example, workers. You buy one, he gets some kind of resource. You buy the second one, he gets the same amount. And no matter how much you buy them, their price does not change. The same mechanics apply, for example, to barracks. If you build one, it releases one unit per minute, if you build two, there will be two. If you have built 200 and the units are running like a machine gun.

And now I have a question for you. In these games, everything is exactly as you described. Show me at least a few cases where classic RTS would be called incremental?

And those cases when games with mechanics, as they were called incremental here, were most likely guided by the same misunderstanding of mechanics as you. After all, we have tactical strategies now - and nothing. It's the wildest nonsense in terms of dividing into genres, but who cares?


Update:

And more. The exponential growth of the "currency" is exactly what incremental mechanics is designed to get rid of. Because the constancy of the price of currency producers is precisely what causes the exponential growth of the currency. And since the prices do not change, the game ends almost instantly.

But if prices for currency producers grow exponentially, then the increase in currency is more or less constant, which means the game is progressing smoothly and players do not lose interest in it. 

In fact, what you are talking about is the exact opposite of incremental mechanics. The effect that it was invented to get rid of.