member66170
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Great quote which shows the risk of having too many civs ( or cultures? nations? peoples?) in the game that non-historians do not know. I rather play against Napoleon or Louis XIV. than the Medici queen we saw in Civ VI. I hope that the civ rosters we saw in some threads here will not be true as they contain so many civs I have hardly heard of and don't know much about.Bruce Shelley the other Civ 1 Designer said:
> The Secret was we go to the children's section of the library, because we're trying to reach a broad audience
This always struck true to me. As you say its historically flavoured, but not historical. And yet a lot can still be learned from those games
One of my favorites (Civ V, don't know if this carried over into VI) is that another leader can ask you if you want to attack some other nation and one of your responses can be "give me 10 turns to prepare." In certain eras, 10 turns is 400 years. If some world leader came to you and asked, "should we attack X?" and your response was, "well, 400 years from now, I'll join you in such an attack," that leader would think you were nuts!making plans that last millennia
Yeah, it sure would suck if you learned something.Great quote which shows the risk of having too many civs ( or cultures? nations? peoples?) in the game that non-historians do not know. I rather play against Napoleon or Louis XIV. than the Medici queen we saw in Civ VI. I hope that the civ rosters we saw in some threads here will not be true as they contain so many civs I have hardly heard of and don't know much about.
Even if it were aimed squarely at children, including the lesser known leaders and cultures would be good. How many of us got our interests in history whet by games like Civilization and Age of Empires? History is more than the highlight reel.It seems to me that, as the average age of the civ player has increased in the last 30 years (an unverified assumption from my part, but likely true?), it makes sense to dig a little deeper into "obscure" history to keep the same effect. After all, hasn't it always been a mixture of stuff you're very familiar with, stuff that rings a bell, and stuff that raises your curiosity?
I think it’s a good thing that we get more obscure civs and leaders. Civ 6 I learned a lot from; I had never heard of Mapuche or Catherine De Medici or Kristina or many others.I hope that the civ rosters we saw in some threads here will not be true as they contain so many civs I have hardly heard of and don't know much about.
To be clear, I wasn't suggesting that every civ should be Tlingit led by Chief Shakes, but we'll always have the big names like Alexander and Genghis Khan--I don't think it's bad at all to intersperse lesser knowns among the big names. (Also, Napoleon doesn't need to be one of the big names. I have never felt more incentivized not to have a 2K account.True, but it's easier to get into something if there's a hook that links to something you already have some familiarity with, than if it's a wall of strange unknowns. There's also a risk for the, less say, less historically-confident folk, that if they see a bunch of stuff they have no clue about on a wide audience piece of media like the Civilization series, that they'll end up feeling as if they're the only one so thick that they haven't heard about it, and disconnect from both Civilization and history because of it. A common reaction? I don't know, but I wouldn't rule it out, especially from teenagers who think of themselves as history-nerds.
I'm going to make myself a lot of enemies here and claim that Civilization has never been historically accurate. It's never even really tried to IMO. It's history flavoured. And not even the natural flavour that comes from squeezing a fruit, but the artificial kind made in a factory which is only a mimicry of the real thing. And that's perfectly fine, great even.
I think this because the fundamental systems of Civilization (any entry in the series) are completely alien to history in innumerable ways: a completely invented geographical setting, all civilizations starting at the same time in the same state while 99% of the map is utterly devoid of humans, a centralised program of scientific research in the stone age, troops taking decades to march in and out of a city, archers shooting over an entire city, the same thing speeding up the construction of both tanks and libraries, having complete control over every job of every individual in the civilization, culture bombing, immortal leaders, making plans that last millennia, etc... In fact, I doubt there's a single game mechanic in any Civilization game which is historically accurate in its details, or a single historical process that's accurately depicted in Civilization on anything more than an abstract, allegorical level. While a lot of my love from history grew out of playing civilization as a kid, it also "taught" me lots of things that I've had to unlearn later as I got deeper into history, eg: that sword beats spear, or that technological progress has always been the main determinant of a nation's success.
And yet past Civilizations have been fantastic, immersive games! Historical accuracy is thus clearly not required. That's not to down play the importance of historical "flavour" and immersion. The latter is vital in any game, and the former is a cornerstone of Civilization and does contribute to (without being the sole factor for) immersion. But the historical flavour doesn't do that by being accurate. My theory is that it does so by making call-backs from the fictional world we create in-game to real-world history that we already know about, and this call-back immerses us in the mood and feelings that comes from thinking about historical things. So when you build the Pyramids, you think about ancient Egypt and that immerses you in the feelings that you associate from ancient Egypt - it's unaffected by whether the pyramids are a magic font of granaries, or if it lets you enter a representative democracy, or if they make builders magically be able to build more farms before self imploding. In that sense, the historical flavour plays a similar role as the tech quotes. [Which, incidentally, would explain why that awful Civ6 quote about Roman air conditioning got so much hate - it's like biting into a raisin when you were expecting a chocolate chip.]
Which I think circles back to the perennial topic of why a lot of folk don't like the idea of civ swapping, and I'll be bold enough to venture that some didn't know themselves (or couldn't express) why they don't like it. It's not that it's ahistorical (for all the reasons given above), but that it breaks the historical flavour. They wanted to play an Egypt-flavoured game, and 1/3 of the way through they have to switch to a Mongolia or Songhai flavour: they wanted chocolate ice cream but were forced into Neapolitan. To me personally, the idea of playing with a Civ-flavour that changes to match the time-flavour of every era sounds pretty cool. Yet I do still empathise the loss of having a single Civ-flavour the entire game. [Not that history-flavour is the only thematic or attachement-related part of the game that is affected by civ swapping.]
To be even more conjectural, I wonder if this is the reason Humankind was disliked (I never played it myself), outside of anything to do with the game's mechanics per se. It's that it lacked this historical flavour. People did call it bland after all. More precisely, its historical flavours were never strong enough and long lasting enough to trigger this immersive call-back from the game to real-world history.
I'll stop pontificating here, and apologise for stretching a tenuous food-based metaphor for quite so long...
I'm going to make myself a lot of enemies here and claim that Civilization has never been historically accurate. It's never even really tried to IMO. It's history flavoured.
It's not that it's ahistorical (for all the reasons given above), but that it breaks the historical flavour. They wanted to play an Egypt-flavoured game, and 1/3 of the way through they have to switch to a Mongolia or Songhai flavour: they wanted chocolate ice cream but were forced into Neapolitan.
I wouldn't be so certain that this doesn't turn out to be historically accurate...the Synthetic Technocracy of Korea is the first nation to send a colony ship to Alpha Centauri
As a long time civ player who was raised in a great education system but has very limited general knowledge of world history because our history classes were mainly centered on OUR country and it’s history, One of the things I enjoy the most is exactly THAT, having civs in game that I know little or even next to nothing about…Great quote which shows the risk of having too many civs ( or cultures? nations? peoples?) in the game that non-historians do not know. I rather play against Napoleon or Louis XIV. than the Medici queen we saw in Civ VI. I hope that the civ rosters we saw in some threads here will not be true as they contain so many civs I have hardly heard of and don't know much about.
I don't think I've seen this issue put into words quite as well in this post, and I've seen many people try over the last couple weeks. Good job.I'm going to make myself a lot of enemies here and claim that Civilization has never been historically accurate. It's never even really tried to IMO. It's history flavoured. And not even the natural flavour that comes from squeezing a fruit, but the artificial kind made in a factory which is only a mimicry of the real thing. And that's perfectly fine, great even.
I think this because the fundamental systems of Civilization (any entry in the series) are completely alien to history in innumerable ways: a completely invented geographical setting, all civilizations starting at the same time in the same state while 99% of the map is utterly devoid of humans, a centralised program of scientific research in the stone age, troops taking decades to march in and out of a city, archers shooting over an entire city, the same thing speeding up the construction of both tanks and libraries, having complete control over every job of every individual in the civilization, culture bombing, immortal leaders, making plans that last millennia, etc... In fact, I doubt there's a single game mechanic in any Civilization game which is historically accurate in its details, or a single historical process that's accurately depicted in Civilization on anything more than an abstract, allegorical level. While a lot of my love from history grew out of playing civilization as a kid, it also "taught" me lots of things that I've had to unlearn later as I got deeper into history, eg: that sword beats spear, or that technological progress has always been the main determinant of a nation's success.
And yet past Civilizations have been fantastic, immersive games! Historical accuracy is thus clearly not required. That's not to down play the importance of historical "flavour" and immersion. The latter is vital in any game, and the former is a cornerstone of Civilization and does contribute to (without being the sole factor for) immersion. But the historical flavour doesn't do that by being accurate. My theory is that it does so by making call-backs from the fictional world we create in-game to real-world history that we already know about, and this call-back immerses us in the mood and feelings that comes from thinking about historical things. So when you build the Pyramids, you think about ancient Egypt and that immerses you in the feelings that you associate from ancient Egypt - it's unaffected by whether the pyramids are a magic font of granaries, or if it lets you enter a representative democracy, or if they make builders magically be able to build more farms before self imploding. In that sense, the historical flavour plays a similar role as the tech quotes. [Which, incidentally, would explain why that awful Civ6 quote about Roman air conditioning got so much hate - it's like biting into a raisin when you were expecting a chocolate chip.]
Which I think circles back to the perennial topic of why a lot of folk don't like the idea of civ swapping, and I'll be bold enough to venture that some didn't know themselves (or couldn't express) why they don't like it. It's not that it's ahistorical (for all the reasons given above), but that it breaks the historical flavour. They wanted to play an Egypt-flavoured game, and 1/3 of the way through they have to switch to a Mongolia or Songhai flavour: they wanted chocolate ice cream but were forced into Neapolitan. To me personally, the idea of playing with a Civ-flavour that changes to match the time-flavour of every era sounds pretty cool. Yet I do still empathise the loss of having a single Civ-flavour the entire game. [Not that history-flavour is the only thematic or attachement-related part of the game that is affected by civ swapping.]
To be even more conjectural, I wonder if this is the reason Humankind was disliked (I never played it myself), outside of anything to do with the game's mechanics per se. It's that it lacked this historical flavour. People did call it bland after all. More precisely, its historical flavours were never strong enough and long lasting enough to trigger this immersive call-back from the game to real-world history.
I'll stop pontificating here, and apologise for stretching a tenuous food-based metaphor for quite so long...
Yes, I think that must also be true. The associations can be very broad too, my own knowledge of history is hardly special but I have fond memories of visiting the Bayeux Tapestry as a child, I had a Russian literature phase in my teens and loved War and Peace, etc. I bring all of these things with me when I play Civ.I'd say that, if anything, this could explain why it's so subjective. Because we all have different knowledge, familiarity, and associations with different pieces of history, when the historical flavour of the game triggers a call-back, we each bring something different back into game. Or, when the call-back doesn't happen, the failure to bring a specific mood, feeling, or recollection into the game hits us differently. Would you agree with that too?
I disagree with the point that immersion is vital in any game. There are plenty of very successful games, that do not offer any kind of immersion. Chess has long moved beyond the battle simulation it may once have been. Tetris has falling blocks for unknown reasons, but no one cares. I'd even go so far that immersion is often at odds with a good game ruleset. A well-balanced game often has rules that outright ban perfectly reasonable things for no other reason that it would ruin the game. The pinnacle of game design would be to have both, of course, but that is hard to pull off. And especially indie games often successful when they heavily lean into one direction.That's not to down play the importance of historical "flavour" and immersion. The latter is vital in any game, and the former is a cornerstone of Civilization and does contribute to (without being the sole factor for) immersion.
To be even more conjectural, I wonder if this is the reason Humankind was disliked (I never played it myself), outside of anything to do with the game's mechanics per se. It's that it lacked this historical flavour. People did call it bland after all. More precisely, its historical flavours were never strong enough and long lasting enough to trigger this immersive call-back from the game to real-world history.