Dev Diary #4 Emergent Narrative

They said all options are almost equivalent, there is no one strictly better than the other, only the one that fits your current playthrough better.
So in this games case just boring repetitive click on the best option micro then 😋

It seems like such a weird decision to include with this iteration. They've got the most beautiful immersive map they've ever developed for civ, and most of your interaction with the game will no longer be through it, but rather through pop ups and menus.
 
I'm not a compulsive min-maxer but I did find the event choices in Beyond Earth to be extremely tedious after the first few games. And I didn't really play it that much -- I'm at 128 hours. I would just click on the option with the appropriate alignment icon because they weren't impactful or interesting enough for me to care enough to actually read.

Humans are quick learners and games are unintentionally very good at teaching us which features can be completely ignored.
 
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Running around Rome? No. Would cases with enough merit eventually wind up in his lap? More than probably, imo.
I mean that's my complaint, that this is a case that doesn't have much merit. It's petty theft by ancient Rome standards. And the POV doesn't even involve the leader, it's about the decisions of a random citizen. If the the text was something like "The family of an accused murderer come to petition you about..." or "There has been a rise in crime throughout the cities and citizens are concerned..." or something like that I wouldn't find it that jarring.

The level of anachronism is far lower than it happening in, say, Modern (or even Exploration). If it breaks immersion for you, fair enough. I just answered the question you asked.

Given that the US President explicitly has a constitutional ability to pardon petitioners for crimes, I wouldn't necessarily find it anachronistic, but I'd find it pretty odd if I was being petitioned about a petty theft.
 
So haviing to look at a wiki for the best outcome is not good, but neither is equivalent options that let you choose the one you prefer. What would you like to have then?
Like I said, neither - I think i think it's a bad system, I dont think there's a good or fun way of implementing disruptive text boxes, and I haven't found one in another game yet.

This isnt some awkward gotcha, I was clear about this in my first post. There's no need to be smarmy about this.
 
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And the POV doesn't even involve the leader, it's about the decisions of a random citizen.
That is what is good about it. It is something that means you are not just the leader, you are shaping a civilization as it changes throughout history.
 
I think the thing that rescues all this for me is that the events are tied to Leader Attributes. Looking at the trees, we're going to want these points, so even seemingly inane events will feel like inflection points with long term outcomes, shaping my Leader and journey through the campaign.

I hope that they are not too common and do not constantly interrupt you. If there are only a handful per Age, and they only trigger when you're ready to click the icon in the UI, then it will be fine.
 
We are not the audience for these events. Kids are. Players who don't know much about history and who may learn by playing. The events are part of making this iteration of civ more "RPG" like, they help creating lived in world with a narrative, just as the civ changes are.

But unlike those I agree these text boxes risk being repetitive or bland, especially with only two options. They are similar like the eurekas were in civ6 as in you can plan for them and game them. Having them be videos or using the in-game environment would be nicer than just having text and a picture, but those would take up way more time again.

So yeah, as I don't intend (or rather have no time to) play every civ and leader more than twice or thrice, I feel like i will manage. But the fanatics will get bored, I fear.
 
To add my 5 cents. Quests are good. In civ6 city-state quests add additional layer to the game - sometimes you build units you didn't want to build, etc. Eurekas are also form of quests and they also contribute to this additional layer of decision making.

Now, if those emerging events do something like this, they could be interesting. If they are just some flavor text plus a decision to make, that affects the game in much smaller scale, but there's nothing bad in them as well. As usually, we'll stop reading those flavor texts really quickly.

What I like, though, is that the game seem to have unified quest system. If it's reflected in both interface and modding API, that's really cool thing.
 
Summurizing my understanding of the dev diary, here are a few things.

Emergent narrative is narrative events, but with tags.

Players develops tags unique to their gameplay, and triggers.

Triggers can lead to crisis, which are part of the Emergent narrative system

The civilization switches choices will be affected from these tags system as well.
 
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