Gori the Grey
The Poster
- Joined
- Jan 5, 2009
- Messages
- 13,462
The second thing in this post (glad to see it back) that squares with my own formulation is "blaze your own path."
And it's partly related to my earlier point about various of the "strands" of the game being partly fungible.
The game should have victory conditions, and then sub-systems, and the player should be able to find different paths, among those subsystems, to a given victory condition.
I gave an example of a domination victory (in 5, remember; that's what I play). Generally, you want to go for a couple of high-production cities that can punch out troops. But, as I mentioned, if one of the pantheons is Holy Warriors, then maybe you can get troops through faith. Or, if it's a particularly good economic site, maybe that's sufficient to buy your troops. Or, if you can get alliances with military city states, they will supply you with troops. If you have a science lead, you can produce fewer troops, but more advanced and win that way.
I'm thinking of the time when I fire up a game (I set the map on pangaea but have everything else be random). I'm intent on domination victory. It doesn't look like high production, but I'll sometimes think "hey, what if I tried it this other way this time?"
I just finished a game as France. I've never been able to make France work for me. They're suited for cultural victory, but to make use of them, by Renaissance, they have to be caught up in tech, so they can start on cultural wonders early, and also have super high production, so that they can get the wonders (whose theming bonus their UA doubles). I decided I was going to do a military-into-cultural game: conquer some cities early (hoping the one with Parthenon was nearby) and then rush toward tech and good production in my capital. I didn't pull it of, but the very fact that I could try something like that made it fun.
(None of my posts here will be in the spirit of a Civ 7 post-mortem, by the way, since I haven't played the game. They'll all be in the spirit of "let's identify as precisely as possible what game-design principles generate the one-more-turn experience").
And it's partly related to my earlier point about various of the "strands" of the game being partly fungible.
The game should have victory conditions, and then sub-systems, and the player should be able to find different paths, among those subsystems, to a given victory condition.
I gave an example of a domination victory (in 5, remember; that's what I play). Generally, you want to go for a couple of high-production cities that can punch out troops. But, as I mentioned, if one of the pantheons is Holy Warriors, then maybe you can get troops through faith. Or, if it's a particularly good economic site, maybe that's sufficient to buy your troops. Or, if you can get alliances with military city states, they will supply you with troops. If you have a science lead, you can produce fewer troops, but more advanced and win that way.
I'm thinking of the time when I fire up a game (I set the map on pangaea but have everything else be random). I'm intent on domination victory. It doesn't look like high production, but I'll sometimes think "hey, what if I tried it this other way this time?"
I just finished a game as France. I've never been able to make France work for me. They're suited for cultural victory, but to make use of them, by Renaissance, they have to be caught up in tech, so they can start on cultural wonders early, and also have super high production, so that they can get the wonders (whose theming bonus their UA doubles). I decided I was going to do a military-into-cultural game: conquer some cities early (hoping the one with Parthenon was nearby) and then rush toward tech and good production in my capital. I didn't pull it of, but the very fact that I could try something like that made it fun.
(None of my posts here will be in the spirit of a Civ 7 post-mortem, by the way, since I haven't played the game. They'll all be in the spirit of "let's identify as precisely as possible what game-design principles generate the one-more-turn experience").
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