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Date: 2008-04-06 02:04 am (UTC)(Also easier to line up, if using tiles, but that may or may not be relevant.)
Edit to add: Also, a hexagonal grid means that any point near a space is on an adjacent space, and that any adjacent space is equidistant from the current space. With squares, you get only one of those two (depending on whether diagonal squares count as "adjacent"). And you get more "natural directions" (six instead of four), which is slightly closer to the ideal of an infinite number as occurs in a continuous universe.
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Date: 2008-04-06 02:32 am (UTC)no subject
Date: 2008-04-06 08:15 am (UTC)no subject
Date: 2008-04-06 11:42 am (UTC)be your control system, and that will confuse the half of your audience who tries to use the arrow keys.
To be honest, my favorite systems are the gridless systems. Any game where you can hold out a ruler and say, "I'm going two centimeters in exactly that direction" gets serious cool from me.
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Date: 2008-04-06 11:46 am (UTC)# # # # . # # # # . . . . # # # # # . , . . . # # . . . k # # $ # # ; . . . . # # # # # # # # # # . # . @ # # .Edited to be less crappy.
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Date: 2008-04-06 01:47 pm (UTC)no subject
Date: 2008-04-06 02:48 pm (UTC)no subject
Date: 2008-06-20 02:40 am (UTC)though the awkwardness of moving through a hex system with the keypad is an issue...