RiotGearEpsilon
Chieftain
- Joined
- Sep 28, 2006
- Messages
- 13
So, I'm taking Video Game Theory at college this semester and for my term paper I'm writing an indepth analysis of Civilization IV.
One of my thesis's is that Civ IV produces a regular 'narrative structure' that rises not from any of the game fiction but from the raw rules of the game, in the sense that there's a definite 'early game', 'mid game', and 'late game' that have distinctly different tones:
In the early game, you expand to the limit of your available space.
In the mid game, you've reached the limit of your expansion, and improve within the space you have.
In the late game, you've reached the point that you need to begin moving to consume additional resources that were previously under the control of other players.
Is this a reasonable summary?
Second question:
One of the thesis I'm working on is that players are, to everyone but themselves, not another player but another part of the game. After all, consider the A.I. players. We've all exchanged strategies on how best to defeat them, on how to predict them - but we don't consider them our peers. When we play an opponent we're accustomed to, we develop our own strategies to adapt to their habits.
Does this seem a reasonable line of thought?
Third question:
Sid Meier defined a game as 'a series of interesting choices'. In Civ IV, what are the major interesting choices you have to make? I don't mean over-all decisions, in terms of the total game strategy - those are a product of the little decisions you have to make, or rather, the overall strategy dictates how you'll respond to the various interesting
That sort of thing.
One of my thesis's is that Civ IV produces a regular 'narrative structure' that rises not from any of the game fiction but from the raw rules of the game, in the sense that there's a definite 'early game', 'mid game', and 'late game' that have distinctly different tones:
In the early game, you expand to the limit of your available space.
In the mid game, you've reached the limit of your expansion, and improve within the space you have.
In the late game, you've reached the point that you need to begin moving to consume additional resources that were previously under the control of other players.
Is this a reasonable summary?
Second question:
One of the thesis I'm working on is that players are, to everyone but themselves, not another player but another part of the game. After all, consider the A.I. players. We've all exchanged strategies on how best to defeat them, on how to predict them - but we don't consider them our peers. When we play an opponent we're accustomed to, we develop our own strategies to adapt to their habits.
Does this seem a reasonable line of thought?
Third question:
Sid Meier defined a game as 'a series of interesting choices'. In Civ IV, what are the major interesting choices you have to make? I don't mean over-all decisions, in terms of the total game strategy - those are a product of the little decisions you have to make, or rather, the overall strategy dictates how you'll respond to the various interesting
- What do I specialize this city in, if anything?
- When and where do I build my next city?
- Should I declare war now, ten turns from now, or maintain an unsteady peace?
- Should I research this tech or trade for it?
- Do I cut down this forest now or take advantage of the hammer production?
That sort of thing.