King Flevance
Deity
House Rules to fix imbalance = poor game design. The leader's thing worries me too but I can overlook it. But it is a fair criticism for concern.
Like mentionedin earlier posts. This game does not have goal to make balance. Such games are different type games.House Rules to fix imbalance = poor game design. The leader's thing worries me too but I can overlook it. But it is a fair criticism for concern.
If you have to make a house rule to keep someone from steamrolling other players due to a clear superior advantage, I see that as bad game design.Like mentionedin earlier posts. This game does not have goal to make balance. Such games are different type games.
For some that is excelent game design.
I disagree fully. Civilization is much more fun game when that kind of thinking is kept out. As as far as I have interpreted gameplay videos and mechanics added, it has been kept out. But sure some settings have been added to achieve balance too. Mementos have MP-setting.If you have to make a house rule to keep someone from steamrolling other players due to a clear superior advantage, I see that as bad game design.
I am not advocating for perfect balance, just pointing out that if you have to house rule to make things fair, that is a fault to the design. Balance should be integrated to a certain degree that house rules should be optional for fair play, not mandatory.
I have to agree with the goal of fun being more important than balance.Balance as in having all civ equal in power is probably not their goal really. Firaxis has never been good at balancing games anyway. Mods are where you need to go for that (and balancing for single player or MP is a different problem).
I think their goal has more to do with making them equally "fun", thinking (and you may disagree because fun is subjective) that late game civs were not fun because most people favorite eras are the early ones.
I would agree on principles but that's a bit wishful thinking imo based on my experience with this series.I also think Civ 6 has design flaws. I am not expecting any game to be perfectly balanced or designed. However, balance being disregarded doesn't make a good environment for strategic competition any more than random luck or simply picking the bigger object.
Overlooking flaws is not the same as there being none. I understand the fun in finding synergies that work well together and exploring combinations. But if you are going to design a game that offers this, you can make a general guideline that limits how impacted a specific attribute has or can have. The wider the range, and asymetrics, the harder this balance becomes. If someone finds a synergy that is clearly superior, you have failed to deliver a good design.
Sure, players can make rules around it, but it is still a broken system. These rules are "fixing" the broken design.
Civ is more a numbers game and a lot can be balanced by simply adjusting values. By comparing these values to other units/buildings in the same age, balance can be achieved within reason.I would agree on principles but that's a bit wishful thinking imo based on my experience with this series.
Video games are typically balanced through patches after the community that has way more power to test the game give some feedback and discovers issues.
And that requires frequent patches from a dev that cares about it (example right now with PoE2 in EA and GGG patching it regularly).
Firaxis has never engaged very strongly on that front and has mostly fixed the most ridiculous things.
Maybe that's sad but I've learned that instead of being disappointed I'll just turn to the community mods or make my own. Assuming the base game is good enough that I even care for a more balanced/challenging experience (and the jury is still out for civ7 on that front)
I think part of that can be handled with Fun difficulty levels.To me multiplayer balance is not that relevant. I only play with few people and usually co-op against the computers.. What frustrates me about the balance aspect (and actually takes some of the fun away from playing), is that if I know that by choosing X leader, Y civilizations and Z mementos, I can completely trounce the AI, I'm gonna be tempted just to do that every game.. Some people really enjoy a challenge and set up articifial ones if the game itself doesn't supply enough. I don't. I'm just here to have fun. And I have less fun, if I have to handicap myself not to get bored playing Civ..
I have very very hard time to understand any of your logic. You want to pay to have fun. Then you find combination that can always trump AI. That ends up taking the fun away also as it is not balanced. But still you can not choose any other combination and that takes the fun away too.To me multiplayer balance is not that relevant. I only play with few people and usually co-op against the computers.. What frustrates me about the balance aspect (and actually takes some of the fun away from playing), is that if I know that by choosing X leader, Y civilizations and Z mementos, I can completely trounce the AI, I'm gonna be tempted just to do that every game.. Some people really enjoy a challenge and set up articifial ones if the game itself doesn't supply enough. I don't. I'm just here to have fun. And I have less fun, if I have to handicap myself not to get bored playing Civ..
Yes, but there are many types of balance. And each one has different scale. For example, having imbalance between starting options could be part of difficulty setting, like in Total War games, where different factions have different difficulty indicated.Balance is still an important factor though. It’s a strategy game, it’s supposed to be about the player making interesting choices. If the game is not properly balanced, it actually works against the systemic complexity of the game, by reducing the viable choices open to the player. The replay value of the game is much diminished if one strategy is overwhelmingly better than all others.
Yes, the player could simply choose not to play the way that always wins, but that’s a rather perverse approach to game design. It would be far better if there were fewer overpowered strategies in the first place.
This is what I am seeing currently too. Mementos may make things a bit crazy but those are optional.Yes, but there are many types of balance. And each one has different scale. For example, having imbalance between starting options could be part of difficulty setting, like in Total War games, where different factions have different difficulty indicated.
If we speak about viability of various strategies, it's not interesting if some strategies always beat others, but if effectiveness of strategies depends on starting locations, other player actions, etc, that's interesting even if on average some strategies are better.
As I see, current "overpowered" approaches are actually min-maxing, maxing one parameter by minimizing others. And while numbers are impressive, I doubt any of those strategies are universally good.
I perfectly understand some people dislike the design decision, but making a core design feature togglable is a recipe for bad design. It would be like making districts togglable in Civ6. The entire game is designed around them; you can't toggle that and still have the same game.If it was a toggle-able option, or something that you could prevent with certain gameplay decisions, I would absolutely buy Civ 7.