Warcraft: Orcs & Humans
My first computer game would have to be Warcraft: Orcs and Humans or Diablo. My brother Danny would be able to say which game he had first of them. I played it on an old-school computer when I was young. I wasn’t any good at it, but I made some attempts. It was fun though and summoning demons was great.
What appealed to me about this game was the units. There were two sides to play as with unique units on both sides. Most of the units were just copies of the same unit, like a unit to gather resources, or a mounted unit. The game did the same with buildings. The main differences between the sides were what spells the magic units had and what units the summoning spells gave you.
Despite being the same, the two sides had a different way of playing because of the units. The Orcs got mainly summons with a few buff spells, while the Humans got summons with buff spells plus healing.
Playing as the Orcs encouraged going all in with your forces because there was no way to heal them. Once the units had been significantly damaged, it was best just to sacrifice them in attacks. With the limited survivability, it was better to try summoning spiders and sending them to explore. This saved your units for later, more important jobs like attacking the enemy town. If your units did die, you could use their bodies to summon skeletons which were essentially cannon fodder. Oddly, each body produced two skeletons when cast, just like summoning spiders. Of course, the best summon you could get was the Demon. It showed up near the end of the game and could handle things on their own. It might have taken a while, but using demons to destroy everything was better than making an army at that point.
The Humans were completely different. They got nicer stuff than the Orcs like healing and invisibility spells. Instead of summoning Spiders, you summoned scorpions and could summon water elementals instead of demons. Being able to heal units meant that you could reuse your forces again as long as you could keep them healed and took the time out to do so. The invisibility was good for sneaking units in because it never disappeared until the unit with the spell start attacking something or the spell time wore off. Sending off units with the healer units is an effective strategy and works well.
Learning how to employ the units in the best methods was part of the learning for the game and its something that I enjoyed doing. I also enjoyed making the units and sending them to fight.
The missions were pretty easy and copied each other some. There were missions for base-building, cave spelunking, and attacking with no town. Base-building missions meant building a base and attacking the enemy. Cave spelunking missions involved exploring a cave of some kind or a building, but the action took place underground. A few missions featured having a selection of units with no town, and you had to attack the enemy. The missions started out with a tutorial like mission of building farms and barracks then got more harder later on.
What I liked about this game as an Autistic:
I enjoyed playing as a military commander and overseeing everything. It was fun to create soldiers and put them to use. There was also really great units and nice music. The missions were interesting with a nice little briefing that featured a nice map that would bring up the area you were going to.
I think I remember the units having different things they said when you continuing clicking on them and those comments were usually funny. I liked the little death animations too.