Morten Blaabjerg
Settler
The funny thing with Civilization, is that it is an interactive narrative and game of history, operating with the relative meaning of a huge number of subcategories, and not the meanings of the categories themselves. I.e. things such as unit variables etc make sense only in comparison with other unit categories and their variables.
Yet the game is based on essential, absolute historical categories, that are deeply rooted in the way history has been traditionally written for the last 150 years.
In this way, the Civilization-franchise (yet most significantly the first version of the game) is a humorous de-construction of our complex history to simple algorithms of power. Everything can be reduced to hegelian relations between categories, some more complex than others.
Everything else is added by the player's interpretation of these relations between subcategories, i.e. one unit being stronger than the other, one tech more advanced than the other, related to this and that category etc.
I find that the most efficient way to make this work, is in the first instant to seek the essential categories of history and define their relations clearly and broadly - and secondly find the clearest and most recognizable iconographic representations of these categories and their assets.
- I still find the most elegant example of this the collosseum, in the game representing everything from a gladiatorial arena to a modern football stadium. Everybody knows what it means, it is seduction of the masses, bread and theatre to the people. It explains its meaning and function within the game in itself, and thats why it works so well, I think.
All the rest, video clips, animations, unique units, all the extra stuff, is just noise on the line to get a clear iconographical idea through.
To talk about realism in a computer game, is not how it compares to real life experiences, but how it compares to what you expect from it.
So my suggestion for Civ IV is to seek the most essential, simplest and clearest historical categories and icons, that players will instantly be able to recognize and expand upon. No need to fix or constrain the game with new concepts, that goes outside the game's basic construction of meaning.
Absolute categories such as unique units, nationality, borders or other fixed categories or variables are not meaningful within a game, which is based on the complete construction and expansion of relative meaning throughout history.
I still think this was done best in Civ1, which was so iconographically sharply done, that it underlined this complete de-construction of absolute meaning.
Yet the game is based on essential, absolute historical categories, that are deeply rooted in the way history has been traditionally written for the last 150 years.
In this way, the Civilization-franchise (yet most significantly the first version of the game) is a humorous de-construction of our complex history to simple algorithms of power. Everything can be reduced to hegelian relations between categories, some more complex than others.
Everything else is added by the player's interpretation of these relations between subcategories, i.e. one unit being stronger than the other, one tech more advanced than the other, related to this and that category etc.
I find that the most efficient way to make this work, is in the first instant to seek the essential categories of history and define their relations clearly and broadly - and secondly find the clearest and most recognizable iconographic representations of these categories and their assets.
- I still find the most elegant example of this the collosseum, in the game representing everything from a gladiatorial arena to a modern football stadium. Everybody knows what it means, it is seduction of the masses, bread and theatre to the people. It explains its meaning and function within the game in itself, and thats why it works so well, I think.
All the rest, video clips, animations, unique units, all the extra stuff, is just noise on the line to get a clear iconographical idea through.
To talk about realism in a computer game, is not how it compares to real life experiences, but how it compares to what you expect from it.
So my suggestion for Civ IV is to seek the most essential, simplest and clearest historical categories and icons, that players will instantly be able to recognize and expand upon. No need to fix or constrain the game with new concepts, that goes outside the game's basic construction of meaning.
Absolute categories such as unique units, nationality, borders or other fixed categories or variables are not meaningful within a game, which is based on the complete construction and expansion of relative meaning throughout history.
I still think this was done best in Civ1, which was so iconographically sharply done, that it underlined this complete de-construction of absolute meaning.