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Progress towards victory keeps making victory more likely, but this goes neither too fast nor too slow, or at least that's the idea.(In my opinion, the positive is just a bit too large, or the negative too small, because once someone gets a lead in Risk the chances of turning the tables drops too fast.Ideally, you want it to always be possible, so the losers don't just give up, but not too easy, so there's a motivation to try for intermediate victories.) Note that this refers only to the mechanical advantages and disadvantages in the game itself.Any game always has a sort of equivalent to positive feedback built in which can't be easily changed (and probably shouldn't), which one might call "winning momentum".
And over time the balance has tilted to more and more positive feedback.And yet, at the same time, you have a larger border and more vulnerabilities, more to defend; these liabilities are negative feedback, meaning that the closer you are to victory, the more chances there are for someone to turn the tables.In Risk, as in most games, the positive and negative are balanced in favor of positive.And the need for it to be less overwhelming is far more present in an indefinite-term game like Lusternia than it is in a game with a definite ending like Risk.If, in Risk, getting a lead of a certain amount makes you assured of a win, people will still play because two hours later the game board is wiped clean and everyone gets another chance.