For those familiar with Mafia Wars, much of the progression is identical: Click on job button, earn XP and lose Energy, repeat, wait for more Energy, repeat. Every once in a while, you will need an item to complete a job, which modifies the pattern slightly: Click on item to buy it, then click on job button, earn XP and lose Energy, repeat, wait for more Energy and, again, repeat. A large portion of your time playing WestWars will be spent doing this.
However, upon launching the game you must choose between three classes: Duelist, Soldier, and Adventurer. Each has its own specialties and flaws, so choose carefully. This creates a sort Rock, Paper, Scissors dynamic to the game's combat system. By the way, it's entirely passive--you simply watch a repeating animation that depicts each blow, and it ends. Win a duel with either a real player (asynchronously, of course) or non-player character and earn extra XP and money. Lose a duel, and lose nothing but the wasted Duel Energy point.
This leads us to the statistics system, which is where most of the depth in WestWars lies. Every time a player levels up, they receive five Skill Points to put wherever they please, whether they be in Energy, Duel Energy or the three special stats. Those are Strength, Dexterity and Intelligence, and are what create the triangle effect to the combat. Each class specializes in one of these stats, and it would be wise to follow suit. However, the immersion stops there. If the duels were, say, interactive, then perhaps the stat-crunching would be more appealing.
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