Systematically ignoring me? Interesting way of putting words in my mouth. I did ask that people respond to some of the specific qualifications I added, but only so that I could modify points in response and further hash out the conceptual backing for the flow system. Please don't bring the drama llama, because then I'd get all troll on you and things would get stupid. Stupider. Whatever.
Cheers.
I disagree with you that this is an inappropriate time for this discussion. And, considering the sheer number of replies, and the rapidity with which they have accumulated in comparison to my other Ideas threads, I'm of the opinion that, pro or con, others agree that this is a viable topic for discussion.
Discussions can be both animated and shallow.
I think that the type of model is less important than its implementation; so much so that debating between models is pointless without knowing the context in which those models are implemented. More on this below. (I think that your arguments about why modifications to the model would solve the various concerns people raise demonstrates this.)
I'm willing to concede that, yes, well designed systems compare favorably to poorly designed systems of the same type. However, you failed to include any relevant set of criteria for comparing two equally well crafted, but functionally different, systems.
You're right, Kripke, I didn't provide any criteria. (My snotty comment for the post. I also think given your writing style that you might appreciate the reference.) I don't think it matters. Let me explain.
Is Starcraft a good game? Arguably, let's assume that it is. Would Starcraft have been a 'better' game if it had used a flow system rather than a stockpiling system? Perhaps. It would have been a very different game that would promote a different sort of strategic thinking. Is Starcraft a better game than Supreme Commander? Here, we may have to agree to disagree. Regardless, I think we can agree that there are both positive and negative examples for both models, i.e. good and bad games that have used the stockpiling model and the flow model. If we can't, then we're down to bedrock, and there's nothing I can do to persuade you and vice versa. This is important for what follows.
... due to the inability of the player to continue endless aggregation of resources, the stockpile system is inferior to the flow system in the middle and late game periods -- periods where the players have a sufficient resource gathering infrastructure to develop titanic stockpiles.
The problem isn't stockpiling, but 'titanic stockpiles'. This is only a problem for certain implementations of the stockpiling model. Namely, it's a concern for games that use the stockpiling model in conjunction with other contextual features: relatively indecisive battles, relatively low production costs, etc. Conversely, there are games which manage to avoid the titanic stockpiles problem because they lack these contextual features. But these games aren't obviously worse off for it. This suggests that the problem isn't insurmountable or even that surmounting it incurs a significant cost.
(As an aside, we can quibble over the exact threshold for what constitutes a titanic stockpile. I think yours would be significantly lower than most of the respondents, which is why I think you're having a hard time persuading people.)