snapple232
Warlord
- Joined
- Aug 1, 2007
- Messages
- 101
I already wasn't a fan of how social policies in Civ 5 vanilla worked. They were basically a parallel tech tree to the research one, which seemed pretty repetitive. Now in G&K they're adding yet another tech tree in the form of religion. There's nothing wrong with the basic design of accumulating points to unlock upgrades. But having three independent versions of that system at the same time in one game just seems completely unimaginative and uninspired.
Sure, it works, and it's functional. But considering the large number of other systems in Civ 5 that use the same "accumulate X resource to unlock Y" model, it's just boring. It's like that's their go-to solution for every design challenge. "How should we let players interact with social policies? Accumulate culture to unlock stuff. How should we let players expand their borders? Accumulate gold to unlock stuff. How should we players develop their religion? Accumulate faith to unlock stuff." And so on.
A large part of the replayability of the Civ series comes from how varied the gameplay experience is. Randomization of maps makes for highly varied experiences between games. But I'd argue that varied experiences within games is just as important.
Civics in Civ 4, for example, were completely unique in their implementation relative to the rest of the game. No other system in the game worked that way. I'm not saying they need to copy Civ 4, but there are plenty of ways they could have designed social policies, religion, etc., without resorting to the frequent flier miles reward model.
Sure, it works, and it's functional. But considering the large number of other systems in Civ 5 that use the same "accumulate X resource to unlock Y" model, it's just boring. It's like that's their go-to solution for every design challenge. "How should we let players interact with social policies? Accumulate culture to unlock stuff. How should we let players expand their borders? Accumulate gold to unlock stuff. How should we players develop their religion? Accumulate faith to unlock stuff." And so on.
A large part of the replayability of the Civ series comes from how varied the gameplay experience is. Randomization of maps makes for highly varied experiences between games. But I'd argue that varied experiences within games is just as important.
Civics in Civ 4, for example, were completely unique in their implementation relative to the rest of the game. No other system in the game worked that way. I'm not saying they need to copy Civ 4, but there are plenty of ways they could have designed social policies, religion, etc., without resorting to the frequent flier miles reward model.