should care enough about every element of your game to not include anything that isn't needed and keeping it simple, Starcraft I find makes a good point of this. Yes there are a lot of units but not so much as to overwhelm the player, each unit presents usefulness to the player and none feel like baggage, they all have their place in the game at one time or the other and you will find yourself using them. This contrasts with other strategy games I've played (and non strategy), where I haven't really explored the whole array of options I have for anything more than curiosity for what they are and after that not using them when I find they don't fill a proper role. Like Noel, I have to go with a Zelda game. Except at my most impressionable age, the game that introduced me to the series was Legend of Zelda: Ocarina of Time A. Subjective This game was, to my 12-year-old eyes, the epitome of epic storytelling, introduced to me at a time when I hadn't really thought of games as story devices and when I was really getting into Tolkien and other high fantasy in literature. My first experiences with it came from watching the older brother of a friend play it (and most of my experiences with games at the time were observational, given that I was a young girl whose older brother owned all the consoles in the house and had priority when it