Bandobras Took
Emperor
I'm glad you get a good laugh, at least you keep entertaining the rest of us too.
On top of having no idea about what you're talking about when it comes to Civ4 and Civ5 you're trying to refute the argument that wonders make little sense from a strategic point of view with the argument that it's in fact okay because you can still make them for giggles on Mercury difficulty. I'm so convinced they did a good job now.
Actually, the thrust of my post was that it's ridiculous to blame the designers for following in the footsteps of previous games. The essence of most of the parts from posts I quoted could be boiled down to "X is worthless because I win at this time." (or "X is worthless because I don't expand after this point"). It's something that's been said as far back as Civ 3 or even Alpha Centauri. I can't speak for earlier because I didn't have much internet access back then.
And yes, when discussing wonders in the context of designer decisions, it is totally valid to reply that they went with things that they thought looked cool, regardless of whether they were actually mechanically effective. Sometimes catering to the giggles crowd will make fans with other priorities wonder what's going on.
How cool would that be if on top of being able to spam wonders on low difficulty they were actually good ?
Obviously that would be ideal. But there are more reasons than mechanical effectiveness to want to build a wonder.
But that's the thing. Even if I were playing on Mercury I wouldn't make them because I can see that their bonuses are weak (again, not all). I fail to see how the fact that you can make them on a lower difficulty somehow make them better or worth it.
You're looking at it backwards. If your priority is to build Wonders, don't play on a victory where you can't afford to mess around with stuff like that. This has been true in every iteration of Civ. Granted that there are players out there who have the skill and knowledge to grab wonders regardless of difficulty level (Obsolete's Civ 4 games come to mind), my hunch is that most aren't at that level, given the comments, even here, about not being able to divert to leaf techs because of AI victory dates.
Nobody will start to argue that the wonder is actually okay because you can have fun making it on Prince.
On the contrary, if a person is having fun making it on prince, then the game has done its job for that person -- entertaining them.
I just don't get where this mentality comes from. If you don't care whether or not a wonder is good then how does that affect you that someone would like them to be good ? If you make them regardless of their value why do you even care about a discussion about their value ?
It was actually the idea (since gracefully retracted) that the designers are idiots for failing to cater to a specific subset of the player base.
Here's a news flash: I find your characterization of me quite insulting.
It seem like you're saying if I'm winning to easily then it is my fault for trying too hard.
Not quite. I'm saying that if you have to forego game elements because you've chosen a difficulty level that gives you a shorter time span, you shouldn't be surprised that those elements fall by the wayside. It's also unreasonable to expect the designers to build the game around the hardest difficulty level, which is most distorted by AI bonuses, rather than the default difficulty level.
However, I did lump your post in accidentally when it was a separate point:
The game does not require you to do enough to win. Thus these wonders, some of which are impressive, aren't necessary.
Here it's necessary to remember that they can't cram in too many conditions that will make the lower difficulty levels anything but. I'm rather glad that there's little actually necessary to win; it makes for a more free-form game. Which may be why:
This game I can win on the highest level and I'm not trying especially hard.
Civ 5 was big enough that the things I did which were probably inefficient at least seemed like a good idea and I'd have to have done some careful analysis to determine otherwise. Civ 5 felt like I was building a civilization to stand the test of time, and part of that was that it took time. A week and 450 turns for a civ 5 game. BE I do 300 turns in an afternoon.
It seems like you want me to play the game like Sim City which has no way to win and you just make your own goals. That play style worked in that game because it had complex interacting systems and you couldn't tell how everything would work out until you tried. In BE I know how it will turns out. If I go straight for victory, I'll probably win. If I take a detour in tech I'll lose, and that detour won't open up a lot of new element for me to enjoy playing around with because I was so close to winning anyway I no longer need to build up a colony.
This is all accurate. I will point out simply that there are those who have enjoyed not only BE but previous games in the Civ series as well by making their own goals/imposing their own restrictions. Madscientist's RPCs in Civ 4 were a particularly stirring example.
I know how to have fun. I have had some fun playing this game, but in many ways the game has worked against that.
If strategizing in a strategy game is the wrong, baby I don't wanna be right.
That was the fun comment. This is the efficient comment that serves a purpose:
If strategizing in a strategy game is the wrong way to play, then I think there is a flaw in the game.
I don't think strategizing is the wrong way to play. It's well to remember, on the other hand, that it's not the only way to play.
What a given person is going to find fun is subjective. Again, the main thing I was against in this thread is that if the designers don't agree with a given subset's idea of fun, the designers must somehow be ignorant/defective.