- Mar 11, 2012
- East of the Sun, West of the Moon
I agree. I think the key is to offer the player interesting choices rather than directly removing their control of some aspect of their empire.
If there is a single Golden Rule of Good Game Design it is to maximize the number of Really Relevant Decisions the gamer has to make and reduce the number of Mind-Numbingly Boring It Don't Matter Mouse Clicks required.
Specifically, every Civic, Social Policy, and many Techs adopted should have both Good and Bad effects, and the degree of each should be, to some extent, possible for the Gamer to influence. Sometimes, to be sure, only with great effort.
More specifically, I think Civ VII has to include in its Relevant Decisions some that apply to Internal Problems, not just External to the Civ you are playing. Your population, little digital non-entities though they may be individually, in the mass should have Effects that you, Immortal Grand Fartlek though you may be, have to react to or anticipate. The current Near-Total Control that the gamer has over Religion, Social Policy, Civic choices with any combination allowable and no penalties anywhere except missing out on a specific Bonus is really Lame. The game is already Fantasy in many aspects, but this is like doing Mordor with Sauron as a puppy dog so that your only conflict is keeping him from chewing on your shoes when he should be trying to shove them down your throat at swordpoint.