I think this is the key difference between our lines of reasoning. You see FFH as an empire building fantasy game, I see it as a strategy game with a fantasy setting.
I think you are correct here. We are viewing the game differently. CivIV, for me, isn't much on "strategy." It's pretty simple.
FFH2 is also fairly simple but there is much more variety. Still, the strategies for winning are similar. That is a result of the engine, the desire to keep the game basically within the CivIV flavor and the general flavor of all map based, empire building, god-games.
Look at the addition "Afterworld" for BTS. Afterworld is squad based tactics using the CivIV engine. It's an "OK" game. But, it's an outstanding use of CivIV to produce something completely different than CivIV. What could make it much better? Well, that's easy - Be developed as a standalone with all sorts of additions that CivIV simply can not provide... In other words, you work with what you have to work with.
Civ IV is not a complex strategy game. It's an empire building game. Likewise, to make FFH2 into a more complex strategy game would require a load of different resources that are not available in CivIV. And, once you are done, would the CivIV fanbase want to play it? If it doesn't resemble CivIV, which it can't if you are going to move it into another genre, then the CivIV fanbase won't be as inclined to play. Afterworld might be a great innovation, but do die-hard CivIV fans want to play it as much as CivIV? I doubt it.
Pickup an old Avalon Hill boxed game. Those are "strategy" and "tactics" to the hilt. They are designed to be just that so they do the job effectively. FFH2 is not designed to be a "strategy" game - It's an empire building game with strategic elements.
I'd like to reduce the amount of "locking in" in the game. Currently, the Calabim are "locked in" to the Feudalism tech line for Vampires and Mansions, the Bannor are "locked in" to fanaticism unless they're willing to be a vanilla team, the Doviello are "locked in" to an early rush, etc.
To some extent, that is true. However, that is also true of CivIV. The difference is that CivIV has taken pains to reduce the flavor of each civilization so they are not "locked in" to certain strategies.. the Mongols can still win. But, they have unique flavors that come into play in different stages as the game evolves. Yet, they still play pretty much the same. The basic difference just has to do with some numbers in a database - Some get bonuses, some don't.
There's only so much deviation you can do within CivIV in order to introduce variety and have truly unique civs. Players who like rushing the early game will find great enjoyment in playing civs that are very suitable for that. Likewise, other civs lend themselves more appropriately to certain styles of play. FFH2 does not completely lock-in civs to set strategies.. it only makes those civs much more effective at certain ones and less effective at others. But, the Clan of Embers can still win the game... they're just not going to be able to build a rocket to Alpha Centauri.. and if they did, I wouldn't want to ride on it.
I interpret gameplay as being the same because the set of strategic options available to some teams are almost identical to (or worse, a subset of) the set of strategic options available to another team. For example, the Doviello are good at early rushing, and nothing else. The Clan is good at early rushing, and building a lot of units. Playing the Doviello feels just like playing the Clan, but with less variety.
They are similar in that they are not late-game civs. Their research is too low for that. But, they are different. The Clan is allied with the Barbarian state and relies on hordes of units.. like an Orc nation would, in a fantasy setting. Doviello are more like a constant stream of Vikings. They're made to keep making war and keep pushing forward. Both can play similarly, that's true. But, their flavor is a bit different. Could they be improved? Certainly. FFH2 isn't perfect.
Every game should have a setting, but not every game needs a narrative. ... Go is a completely abstract games that's nevertheless one of the world's most popular strategy games.
Narrative is different than Story. A narrative could be someone reading the directions on how to make chicken soup. That's not much of a story. Similarly, if a game takes over and presents too structured of a narrative, the players aren't given any leeway for their own imaginations. A game that is completely narrative would be like a book that was inflexible in its interpretation.. Opening its pages would be like listening to Sony's "You're In Our World Now!" speech over and over... scary...
Every game should tell a story through the minds of the players. Even Go is a story of struggle in the mind of the player. Not every game tells a story in as good a fashion. FFH2 has the elements of good story that can arise during play. So does CivIV and the rest of the successful empire building games out there. What is the secret? - "Here is a board, here are some pieces.. build your empire how you see fit and enjoy the story that you create with our game."
Some games can be dramatically improved just by adding the ability to tell a story. Tic-Tac-Toe doesn't tell much of a story no matter how deeply one goes about anthropomorphizing their X in the upper-right square. BUT, change those x's and o's to real, live people and not only do you have a game "story", but you have one of the most popular television game-shows in history, ported to many different countries and presented in many different formats. One simple twist and the addition of a question revolutionized Tic-Tac-Toe! (
The Hollywood Squares.)
A good game should tell a story. Does chess tell a story? Sure, it does. It also puts you into the mind of your opponent. Your opponent's thoughts are there for you to read on the board, if only you know how to read them. That's the story, that's the hook. That is the imaginary portion of the game you create for yourself inside your own mind - the story. Of course, one my still envision their knight fighting valiantly for their queen.. But, it's not the only story the game can tell.
In truth, it's all about the sum of the parts. If a game becomes more than the sum of its parts than it is successful. If the player opens up the box, plays the game and then brings something more to the game than it originally came with, the game has succeeded where many have failed. If the game is not more than the sum of its parts, it is boring, repetitive, uninvolving and tells no story worth hearing.
A good strategy game should do more than just get players involved; it should keep the players involved. I really got into playing FFH to see the cool content, but I haven't played any games in the past few weeks because I can't think of anything new to do. On the other hand, I've played Team Fortress 2 for years despite it being mechanically and flavorfully far less complex than FFH, simply because it keeps offering new and interesting challenges. Of course, a single-player game can't hope to have the replayability of a multi-player game, but I feel the strategic shallowness of FFH is a problem.
Then, you may need to look at it from another angle. Do you consider CivIV to be suitably "strategic?" If so, why? Take that answer and compare it to FFH2. Where are the differences? If you don't see suitable strategy for you in CivIV, I doubt you'd find it in FFH2. That's not the type of game it's supposed to be focused on producing.
but I think the real value of strategy comes when you've learned how the game works, but not yet mastered it. I feel that FFH should offer more in this area. If I had the time and the inclination, I'd love to strip FFH down to its fundamental core features, then when adding in new content first consider very carefully the balance, strategic and AI implications of the change. My proposed changes, which I'm working on turning into a modmod, go some of the way.
Strategy isn't a magic word. It's an idea concerning a process of decision making. "What is the best way to go about solving this problem?" - That is "strategy." If you have a lot of options to choose from in order to solve the problem, you have more available "strategies." The
key entertainment factor comes into play when you have multiple levels of options, each with specific decisions that have to be made in order to use them effectively in order to solve a problem or accomplish a goal. That is a part of good, complex strategy games.
Go's allure is its initial simplicity. But, the complexities that the players can create within the palette of the game is what keeps people playing it.