Originally Posted by
Talraen
That's a fair analysis, but so what? If there's one thing I learned from Eureka, it's how much difference the downtime in a game like FFXI actually made to its enjoyment. FFXI was extremely obtuse and anti-player, yet people still loved it, and Eureka taps into a lot of the reason why that was the case. Why is that a bad thing? If it's designed to be fun, and it is fun, doesn't that make it well-designed?
The Magia board is a bit extraneous, but I don't know what design for that sort of thing would have actually worked well. The only thing I can think of would be to more heavily restrict how often you can change it, and I think that would have just made people mad. It doesn't really add anything to the content (except justifying a few quests), but I don't think it detracts either.