Right, if I spawn in a place with radios, I’ll have no clue what to do.
Partially thanks to auto-chess I’ve re-cemented my dislike of knowledge-based games. It’s fine to have a complex and varied set of things. Wingspan has an entire deck of unique bird cards. Civilization games have huge tech trees. But neither of these games have any demand on players to memorize those things in any way. You read the bird cards that come up. You have all the time in the world to read the tech tree when choosing what to research.
In Auto Chess with it’s real time nature, you are at a huge disadvantage if you haven’t memorized all the units, their abilities, the race/class synergies, the item combinations, etc. Same with One Hour One Life and Minecraft. You need to memorize an entire flood of crafting recipes to be effective.
What’s really sad is there’s no reason the memorization couldn’t be removed from the game entirely. For example, if I made OHOL and a new player wanted to make fire. I’d provide a handy UI where they could search for fire. Clicking on fire would show the ingredients for fire. I would even automate it such that if all the necessary things were available nearby, a player could simply click on the fire and their character would automatically run around, gather the necessary things, and start the fire with one click.
The only reason I was able to play Netrunner for so long was because I started very close to the beginning. I was able to learn the cards just a few at a time. Even then, I only had to learn the cards that saw play. When I stopped for a bit it became hard to get back in when there were too many new cards to think about at once.