Losing Is Fun

Joined
Jan 13, 2022
Messages
332
Civ 7 shouldn't have a win condition, just like Dwarf Fortress. The goal of the game should be instead to make an interesting story, and the game should try to simulate everything that goes into a civilization to make that story as deep as possible.
 
All good things must end, even a game of Civilization, or even any Paradox strategy game. From a purely mechanical standpoint, there comes a time when the game rules can no longer follow the state of the game (in Civ, that would be the time/score victory, because the game runs out of technology and new improvement and become static, and space, because the game has no mean to simulate what happens to starfaring empires), or where continuation if the game no longer allows for meaningful gameplay (full world conquest; there's not much left to do in a game where no one else remains. If the game ends, it is only natural that score or success level should be compared.

Trying to build a game that doesn't have those limitations would be a colossal effort beyond the resources of any designers today, so victory conditions exist when you would otherwise break the boundaries of the game. As they should.

Later Civ games forgot the purpose of victory conditions, and some recent additions make very little sense, but the core concept of einning the game is a necessity of breaking the game.
 
Some achievements are kind of this. Break apart huge empires, go through certain number of social revolutions, get stuck in a dark age, cause a nuclear doomsday, total economic collapse, massive enviromental impact, etc. All kind of negative events have "narrative value" and end in some of those scenarios could be remembered by in-game achievements.
 
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