I am not accustomed to starting threads on these forums. I think I've only started a handful in my 5 years so I don't do this lightly.
As everyone has seen, ciV has met with mixed reviews on these forums. Some people like it and some people hate it. Personally, I don't like it but I couldn't out my finger on why exactly.
I pondered why that could be and then I saw a thread on 2K Games that had been pointed out by another poster on these forums.
The poster's name on the 2K Forums is Mr. Fusion and he has a theory on why ciV has been so divisive. I found his reasoning to be excellent and found it explained things very well to me. He talks about a god game design philosophy and a board game design philosophy. He contends that Civs I through IV were designed with a god game philosophy in mind while he says ciV was designed with a board game design philosophy first and foremost.
So, I'd like everyone's opinion on this theory. I'd appreciate it if people didn't devolve the conversation into "ciV is crap!" or "Go back to cIV!". I'd like people to discuss the competing design philosophies first and foremost. Please keep it civil.
Here is the link (you will need to go to the top of the page):
http://forums.2kgames.com/forums/showthread.php?p=1196337
Here is his post:
As everyone has seen, ciV has met with mixed reviews on these forums. Some people like it and some people hate it. Personally, I don't like it but I couldn't out my finger on why exactly.
I pondered why that could be and then I saw a thread on 2K Games that had been pointed out by another poster on these forums.
The poster's name on the 2K Forums is Mr. Fusion and he has a theory on why ciV has been so divisive. I found his reasoning to be excellent and found it explained things very well to me. He talks about a god game design philosophy and a board game design philosophy. He contends that Civs I through IV were designed with a god game philosophy in mind while he says ciV was designed with a board game design philosophy first and foremost.
So, I'd like everyone's opinion on this theory. I'd appreciate it if people didn't devolve the conversation into "ciV is crap!" or "Go back to cIV!". I'd like people to discuss the competing design philosophies first and foremost. Please keep it civil.
Here is the link (you will need to go to the top of the page):
http://forums.2kgames.com/forums/showthread.php?p=1196337
Here is his post:
Spoiler :
I think I've finally put my finger on why Civ V is dividing the fan base... and it's nothing to do with old-timers vs noobs, consoles vs PC or fear of change. What I think it's actually all about is this:
** Civ V has been created from the ground-up using board-game design principles, but Civs 1 to 4 were designed using god game design principles **
I really think it's the totally different game design ideals of each game type (and the extent to which players agree/disagree with those ideals) that is fueling 99% of disputes between players.
God game design principles:
* In god games, designers aim to create a believable miniature living world for us to play with.
* The playability/enjoyment for the player is in finding and tweaking the details and watching cause and effect principles in action. In other words, it's about letting the player experiment and 'play' with this alternative world to see what happens.
* The rules of god games are adapted to fit around the constraints imposed by real-world considerations and the setting of the game world (historical in this case). So the immersiveness of the game world comes first, the 'game' (what you need to achieve in order to win) comes second.
* The fun of god games comes from the "what-if's" and the seemingly unlimited possibilities for developing new strategies to achieve a better result next time. It stems from god-games creating an environment where it's not totally clear exactly how to win. Put another way, it's more about competing with yourself - the satisfaction of progressively optimising your performance in order to win better/smarter.
This is how the Civ series has been designed until now. This has been the expectation and accepted 'Civ way' of doing things. The design team were all about adding little touches to create more immersion and believability in the miniature world they created. They wanted everything to feel alive and somewhat unpredicatable - and for us to have access to play with every little aspect in order to win the game in a very organic way.
...So look at this list and think about Civs 1,2,3 and 4. It should be clear that Civs 1 to 4 were designed by people from the God-game school of design.
Now compare that to the principles of board game design...
Board game design principles:
* Board games have no interest in recreating/simulating any form of reality - it's all about creating a FUN GAME based on an abstracted theme.
* Board game designers are experts in distilling complex themes down into a few hard but logical rules that act as nicely defined limits of the game.
* In board games, LESS IS MORE. The best board games are those where the theme can be nicely represented by, and abstracted into as few rules as possible - but still allow huge scope for alternative strategies to be employed within them.
* The fun/challenge of playing board games is developing strategies to master these limited rules and compete against others.
* Board games are not about experimentation and what-if's as much as applying the rules to achieve a definite victory over competitors.
Civ V was designed by Jon Shafer - who I would strongly suggest comes from the board-game school of design.
So I don't think this was some evil plot to destroy Civ - but just the result of somebody being put in charge of design who had a totally different set of gaming values to those who came before.
The end result is a VERY different Civ game to what a lot of people expected. What we're seeing on this very forum are the two different camps: those with 'board game brains' vs those with 'god game brains'. The 'board gamers' think it's an improvement because, to them, less is more and the whole concept has been made far cleaner, more defined and focussed. The God gamers, on the other hand, are just seeing destruction and a reduction in their choices. They are wondering where all the details and experimentation options have gone, see the changes as making the game less realistic and less like the miniature living world they wanted to play with.
Whether this was right for Civ remains to be seen. Was this just an experiment - or the start of a different string of Civ games?
Personally, I really hope Civ V was a one-off and that Firaxis return to the god-game school of design for Civ IV. Board games are great - but PCs are capable of creating worlds with far less restrictions.
For those of us who love god-games, the magic of Civ WAS the immersion in the details of the world, the experimentation and deliberate vagueness of the rules. The game felt bigger than us. We loved it because it was so flexible, so alive and so huge, giving us the ability to try things, make mistakes and so learn what works.
I do like board games too, however - and when I now play Civ V as a board game, I suddenly see the changes as being less malevolent and the game changes as a whole making sense - from that design perspective.
So now I've rationalised the design of the new Civ in my mind, I'm no longer angry. I think it was a design mistake, yes - but certainly not an act of vandalism - or an industry-wide "dumbing-down" in gaming as I (like many Civ fans) initially thought.
I'm interested to know what others think about my theory.
** Civ V has been created from the ground-up using board-game design principles, but Civs 1 to 4 were designed using god game design principles **
I really think it's the totally different game design ideals of each game type (and the extent to which players agree/disagree with those ideals) that is fueling 99% of disputes between players.
God game design principles:
* In god games, designers aim to create a believable miniature living world for us to play with.
* The playability/enjoyment for the player is in finding and tweaking the details and watching cause and effect principles in action. In other words, it's about letting the player experiment and 'play' with this alternative world to see what happens.
* The rules of god games are adapted to fit around the constraints imposed by real-world considerations and the setting of the game world (historical in this case). So the immersiveness of the game world comes first, the 'game' (what you need to achieve in order to win) comes second.
* The fun of god games comes from the "what-if's" and the seemingly unlimited possibilities for developing new strategies to achieve a better result next time. It stems from god-games creating an environment where it's not totally clear exactly how to win. Put another way, it's more about competing with yourself - the satisfaction of progressively optimising your performance in order to win better/smarter.
This is how the Civ series has been designed until now. This has been the expectation and accepted 'Civ way' of doing things. The design team were all about adding little touches to create more immersion and believability in the miniature world they created. They wanted everything to feel alive and somewhat unpredicatable - and for us to have access to play with every little aspect in order to win the game in a very organic way.
...So look at this list and think about Civs 1,2,3 and 4. It should be clear that Civs 1 to 4 were designed by people from the God-game school of design.
Now compare that to the principles of board game design...
Board game design principles:
* Board games have no interest in recreating/simulating any form of reality - it's all about creating a FUN GAME based on an abstracted theme.
* Board game designers are experts in distilling complex themes down into a few hard but logical rules that act as nicely defined limits of the game.
* In board games, LESS IS MORE. The best board games are those where the theme can be nicely represented by, and abstracted into as few rules as possible - but still allow huge scope for alternative strategies to be employed within them.
* The fun/challenge of playing board games is developing strategies to master these limited rules and compete against others.
* Board games are not about experimentation and what-if's as much as applying the rules to achieve a definite victory over competitors.
Civ V was designed by Jon Shafer - who I would strongly suggest comes from the board-game school of design.
So I don't think this was some evil plot to destroy Civ - but just the result of somebody being put in charge of design who had a totally different set of gaming values to those who came before.
The end result is a VERY different Civ game to what a lot of people expected. What we're seeing on this very forum are the two different camps: those with 'board game brains' vs those with 'god game brains'. The 'board gamers' think it's an improvement because, to them, less is more and the whole concept has been made far cleaner, more defined and focussed. The God gamers, on the other hand, are just seeing destruction and a reduction in their choices. They are wondering where all the details and experimentation options have gone, see the changes as making the game less realistic and less like the miniature living world they wanted to play with.
Whether this was right for Civ remains to be seen. Was this just an experiment - or the start of a different string of Civ games?
Personally, I really hope Civ V was a one-off and that Firaxis return to the god-game school of design for Civ IV. Board games are great - but PCs are capable of creating worlds with far less restrictions.
For those of us who love god-games, the magic of Civ WAS the immersion in the details of the world, the experimentation and deliberate vagueness of the rules. The game felt bigger than us. We loved it because it was so flexible, so alive and so huge, giving us the ability to try things, make mistakes and so learn what works.
I do like board games too, however - and when I now play Civ V as a board game, I suddenly see the changes as being less malevolent and the game changes as a whole making sense - from that design perspective.
So now I've rationalised the design of the new Civ in my mind, I'm no longer angry. I think it was a design mistake, yes - but certainly not an act of vandalism - or an industry-wide "dumbing-down" in gaming as I (like many Civ fans) initially thought.
I'm interested to know what others think about my theory.