I cant understand how you didnt wrote the ability to build a civilization to stand the Test of Time as a Civ Soul. I think you are making a similar mistake than the Devs
That "slogan" rooted deeply into the community and its now, to me, the real soul of the franchise and the main reason why Civ 7 is failing, even over the ones you listed
It's just not culturally practicable to excel, at least in the years in which Civ7 was developed. Merit was demoted in Western society, and I don't know where we are going. "Something you believe in" is amorphous enough to pass muster. Firaxis is just in a particular place in time and space.I think you have referenced the point of 'standing the test of time,' when discussing how out of touch the Devs have been with their audience. The audience (or at least most of the paying audience) wants to play with the power-fantasy of building an empire, not some amorphous concept ala 'build something you believe in'.... even if one could actually describe that in terms of a game of Civ.
I'd love to hear more, and I'd love it if you could expand on "stand the test of time" by describing how it makes you feel. What emotional drivers does it represent that keep you playing over and over?
You'll notice I did the same thing with One More Turn, when I defined it as "the anticipation to see what will happen next." That way I could use it as a guidepost in the following analysis.
For the same reason I did not include "interesting decisions" because it felt too generic and hard to pin down. But "stand the test of time" feels like it has real potential if we can unlock what it represents to players.
Its about rewriting history, and making your empire better than any version of any real one
You start with just a Settler and a Warrior in the middle of nothing, and you end going to Space, and you can do that with everyone. You can prevent Rome from falling, you can prevent Egypcians from being conquered, you can make Carthage prevail, you can make all of them stand the Test of Time
That is why Civ was superior to any other 4x game, because it allows that. Its a bigger reason of its success than any of the ones youn listed as soul of Civilizaztion.
Building a Civilization to stand the Test of time is actually, in my opinion, THE SOUL of the Civilization franchise, above everything else, and tis the main reason of its success
Which player base? All potential players? The civ franchise player base? Civ 7 player base?Clearly the majority of the playerbase agrees.
This viewpoint is pretty contradictory though. You want to rewrite history, but not only is Civ not a history simulator at all, you also balk at the idea of civ switching, which is probably much closer to historic accuracy than previous version.Its about rewriting history, and making your empire better than any version of any real one
You start with just a Settler and a Warrior in the middle of nothing, and you end going to Space, and you can do that with everyone. You can prevent Rome from falling, you can prevent Egypcians from being conquered, you can make Carthage prevail, you can make all of them stand the Test of Time
That is why Civ was superior to any other 4x game, because it allows that. Its a bigger reason of its success than any of the ones youn listed as soul of Civilizaztion.
Building a Civilization to stand the Test of time is actually, in my opinion, THE SOUL of the Civilization franchise, above everything else, and tis the main reason of its success
I don't see any contradiction between 'building a civilisation to stand the test of time' and 'history is built in layers'. I guess it is just hard for some to get over the mental hurdle it takes to imagine that one civ can morph into another one (whilst keeping many of it's original attributes). The problem is that Civ's really are just a label, an avatar.
Yeah but also I don't think there is a lot of thought about what people even think a Civ is. Maybe some people have a very different interpretation, but either way, it was never meant to be this literal representation of history.In fact, civs are not even morphing into another in civ7. If you look at the age transition screen, it asks the player to select a culture. So the culture of the civ is changing, not the civ. So really, I think it would be better to understand civ7 that the player plays as a civilization made up of 3 cultures. So I think you could make the case that civ7 does not violate the spirit of the civ "soul". You are still building a civ to stand the test of time, you are just doing it in layers now, adding cultures on top of the previous one. But like you said, it is a paradigm shift in thinking that seems too difficult for some players. That is because we are so used to selecting "France" or "Zulus" as our civilization and we play as that civ for the entire game. So for many players, civ-switching violates the letter of the civ "soul".
This viewpoint is pretty contradictory though. You want to rewrite history, but not only is Civ not a history simulator at all, you also balk at the idea of civ switching, which is probably much closer to historic accuracy than previous version.
You keep jumping between wanting historic realism and not wanting it.
The point is none of those things are being replicated in the game anyway. The closest you ever got to that would be to try and do a true earth map and carefully add civs yourself, and even then it's completely different. To get worked up about civ switching when you have USA existing in the bronze age is just logically incoherent.That being said, i dont care about accuracy because the idea is to play a different version of history, where Rome wasnt overrun by the Huns, Carthage wasnt conquered by Rome, Julius Cesar didnt invaded Egypt, China wasnt invaded by several neighbours, USA doesnt come from some religious people trying to flee from what they would identify as opression, etc
"Mom, I have asked Jeramiah over for Sunday brunch!"The point is none of those things are being replicated in the game anyway. The closest you ever got to that would be to try and do a true earth map and carefully add civs yourself, and even then it's completely different. To get worked up about civ switching when you have USA existing in the bronze age is just logically incoherent.
I think it's a bit more complicated than that, though? At least in VI, for me, playing as, say, Egypt FEELS at least somewhat different from playing as France or Japan, though I suppose things like unique individual units and the music might have done some of the heavy lifting there.My issue with this thinking is the Civs in Civilisation games are not really ever attempting to be historically accurate. They are mostly caricatures of what people think of when you mention a civilisation or empire. They are game factions, in a way that say, Alliance and Horde are factions in WoW, or Elves and Dwarves. The whole concept of a Civ is just a label really, you are never really managing Rome, you are managing a game faction that says Rome on it.
I think it's a bit more complicated than that, though? At least in VI, for me, playing as, say, Egypt FEELS at least somewhat different from playing as France or Japan, though I suppose things like unique individual units and the music might have done some of the heavy lifting there.
My main issue with the Civ switching mechanic has less to do with historical accuracy (indeed, I think it could have been more interesting if it had leaned harder into that realm) and more the fact that it kind of makes a mockery of any kind of in-game narrative continuity. I also don't like how every time the game jumps to a new era it also jumps over (in some cases) hundreds of years. Kind of kills the flow/immersion factor, for me . . .