Introduction
I've been playing two games on my iPad recently, Autumn Dynasty Warlords (Touch Dimensions) and King of Dragon Pass (developer A Sharp for iOS on ITunes or PC @ GOG.com). While the two games are quite different in their intent and are separated by a mere 15-years of time - I can't help but draw comparisons between the two. In many respects, the merits and failings of each game may underscore a shift in game design over the years, or perhaps a shift in my own expectations and gaming desires in relation to the wider gaming audience.
In short, I feel that King of Dragon Pass does so many things right and creates a deep and captivating experience. And it really showcases and embodies the fleetingly lost art of game design. AD: Warlords on the other hand, like so many games in the Civ/4X genre today, seems more interested in having players "just do stuff" because once upon a time some older game had "players do that stuff" and established expectations. Yet in reality the stuff you do is trivial and dull, despite it hiding behind an otherwise intoxicating level of production polish.
Beware, harsh criticisms ahead ...