dh_epic
Cold War Veteran
I know it's come up many times before, and some people are probably sick and tired of hearing me rant about this one. But I'm a pessimist about what Religion can offer as a major feature in Civ 4.
I start you off with some great stuff from Chris Crawford, one of the godfathers of electronic games as we know them.
(Emphasis is Chris's.)
TOPIC DRIVEN DESIGN IS BORING
My worry with religion is the developers came up with the topic first, and the challenge and conflict are secondary. (This is the same beef I have with a future age.) Great new topic, same old challenge.
When you define the topic as religion first, and then ask What does the user do? You get more of the same.
Some people might think that religious flips, religious wars, religious units and religious wonders are awesome. I don't. To me, it's trying to overcome a lack of creativity shiny new packaging.
CHALLENGE DRIVEN DESIGN IS BETTER
(Not challenge in terms of "make this really difficult", but challenge in terms of "what does the user do?")
When I ask "what does the user do" BEFORE I think of the topic, I get much more interesting challenges:
Now that we have the new challenges, we can apply them to a topic.
NEW CHALLENGES, NEW RELIGIOUS TOPIC
Now that we've come up with the challenges, we can apply them to a topic. And when you apply them to religion, I admit, the results sound really fun!
NEW CHALLENGES, EXISTING TOPIC
But this is a game where your empire is homogenous. Your people don't even have a sense of who's rich and poor. Your people don't even really care what government you are. Why bother differentiating between religions if your people don't ultimately care who's who?
I'm arguing that you can do the above challenges without religion. You could apply it to many existing features. Say, government:
The topic could be many things. Say, class (rich/poor), or ethnicity (black/white), or something else entirely.
CIV 4 WILL LIMIT FEATURES
Not to frighten people.
I do think that limiting the number of features is the right way to design a game. And for a limited number of features, the Civilization games feel FAR from limited. That's the good news.
But fans ought to recognize that even the best ideas might not be implemented, because they can't just pile on features. They'll limit features to keep the game moving fast and elegantly. So they ought to be choosy.
THE DILEMMA
I argue that you have a choice. A new topic with no new gameplay challenges, or new gameplay challenges with no new topic.
NEW TOPIC: religious wonders/wars/units/city flips, not much different from existing wonders/wars/units/city flips
- or -
NEW CHALLENGE: build unity, cater to factions, persecute factions, but no religious factions
Ultimately, my beef with religion is I worry it will prevent the implementation of truly new gameplay. And I'll choose gameplay every time.
I start you off with some great stuff from Chris Crawford, one of the godfathers of electronic games as we know them.
Chris Crawford on Game Design said:Concentrate on the problem that really lies at the core of your game: its interaction. Is the interaction going to be a matter of fast reflexes? Deep strategy? Complex logic? Intuition? Human Insight? Random trial and error? What's the challenge of the game? How will the player interact with the game?
What does the user do?
These are the crucial questions, and so at the very outset of the game conceptualization process, you must concentrate on these questions. After you have answered these questions, then you can ask yourself what topic best serves these goals? Then and only then can you decide the topic. Don't be dishonest with yourself -- if the topic really is the initiating concept in your thinking, then you simply don't understand game design well enough to do a good job.
It is certainly possible to be inspired by a topic, and use that inspiration to guide your conceptualization process. ...
(Lesson 20: Conceptualize your design in terms of its challenge, not its topic.)
(Emphasis is Chris's.)
TOPIC DRIVEN DESIGN IS BORING
My worry with religion is the developers came up with the topic first, and the challenge and conflict are secondary. (This is the same beef I have with a future age.) Great new topic, same old challenge.
When you define the topic as religion first, and then ask What does the user do? You get more of the same.
- war is holy
- culture flips are religious
- units are zealots
- wonders are spiritual
Some people might think that religious flips, religious wars, religious units and religious wonders are awesome. I don't. To me, it's trying to overcome a lack of creativity shiny new packaging.
CHALLENGE DRIVEN DESIGN IS BETTER
(Not challenge in terms of "make this really difficult", but challenge in terms of "what does the user do?")
When I ask "what does the user do" BEFORE I think of the topic, I get much more interesting challenges:
- build unity in your fragmented empire
- satisfy the demands of a special interest group
- try to cripple that special interest group entirely
- compete for the love of transnational actors, who impact your neighbors
Now that we have the new challenges, we can apply them to a topic.
NEW CHALLENGES, NEW RELIGIOUS TOPIC
Now that we've come up with the challenges, we can apply them to a topic. And when you apply them to religion, I admit, the results sound really fun!
- Your empire has muslims and christians. How do you keep them getting along?
- Christians are demanding that you free all your slaves. Can your empire make that sacrifice?
- Christians are making too many demands altogether. Can we get rid of them?
- Can we win the love of the Pope, who will threaten the entire Roman people with excommunication if Caesar doesn't stop attacking us? (Or will Caesar win the love of the Pope, who will declare us heathens who need to be cleansed?)
NEW CHALLENGES, EXISTING TOPIC
But this is a game where your empire is homogenous. Your people don't even have a sense of who's rich and poor. Your people don't even really care what government you are. Why bother differentiating between religions if your people don't ultimately care who's who?
I'm arguing that you can do the above challenges without religion. You could apply it to many existing features. Say, government:
- There are communists and fascists in our empire. Can we hold it together?
- Fascists are demanding lower taxes for corporations. Can we make that sacrifice?
- Fascists are making too many demands altogether. Can we get rid of them?
- Can we win the love of international fascists, who will overthrow the Republic of Rome, and align closely with us?
The topic could be many things. Say, class (rich/poor), or ethnicity (black/white), or something else entirely.
CIV 4 WILL LIMIT FEATURES
Soren Johnson said:"If you put something in, take something out"
- Drop unfun legacy (pollution, rioting, maintenance, corruption/waste)
- New killer features (religion, civics)
Not to frighten people.
I do think that limiting the number of features is the right way to design a game. And for a limited number of features, the Civilization games feel FAR from limited. That's the good news.
But fans ought to recognize that even the best ideas might not be implemented, because they can't just pile on features. They'll limit features to keep the game moving fast and elegantly. So they ought to be choosy.
THE DILEMMA
I argue that you have a choice. A new topic with no new gameplay challenges, or new gameplay challenges with no new topic.
NEW TOPIC: religious wonders/wars/units/city flips, not much different from existing wonders/wars/units/city flips
- or -
NEW CHALLENGE: build unity, cater to factions, persecute factions, but no religious factions
Ultimately, my beef with religion is I worry it will prevent the implementation of truly new gameplay. And I'll choose gameplay every time.