Jon Shafer
Civilization 5 Designer
I'm calling economic district
As a designer I'm confident that thing is definitely an "economic/market"... uh, something-or-other.
- Jon
I'm calling economic district
Which system of economic ideology would said district be based on? Would the government of my empire be able to take complete control over these economic districts in the vein of a command/control economy, and be able to plan it out over some period of time? Would the government of my empire be able to completely deregulate the economic district and allow anyone (foreign or domestic) to take part in and benefit from the exchanges taking place there? Would I be able to establish a mixed economy with regulation based on what I would perceive to be the public's well being, such as rule based on safety and fair use?As a designer I'm confident that thing is definitely an "economic/market"... uh, something-or-other.
- Jon
Huh?What the heck is wrong with you, man?
That makes sense based on the economics of the previous Civ games. Even when my civics are set to things like "democracy" and "free market", my citizens have virtually zero autonomy to act outside of my whims as the all powerful godhead.Just speculating, but my impression is that the districts will be very much centrally-planned. No way to know for sure yet though.
- Jon
It's tough to make that model work within a computer game. Unless, of course, that's the whole point of the game. For example Dwarf Fortress or Majesty. I'm trying to push a bit more in that direction with my next game, primarily by introducing actual people with personalities, desires, etcetera. But it's definitely tricky (and one of the reasons why it's taken me so long to finish this thing up!).That makes sense based on the economics of the previous Civ games. Even when my civics are set to things like "democracy" and "free market", my citizens have virtually zero autonomy to act outside of my whims as the all powerful godhead.
I understand the limitations. My hope is that someday, learning AI will progress far enough that such things could truly be possible.It's tough to make that model work within a computer game. Unless, of course, that's the whole point of the game. For example Dwarf Fortress or Majesty. I'm trying to push a bit more in that direction with my next game, primarily by introducing actual people with personalities, desires, etcetera. But it's definitely tricky (and one of the reasons why it's taken me so long to finish this thing up!).
- Jon
Life is actually pretty simple. The problem is that video games (at least those which are based on some aspect of reality) reduce the number of variables so drastically that complexity and elegance are all but eliminated and the nature of the game becomes significantly confused and complicated from that of reality.Life is infinitely complicated, it makes it a bit difficult to reflect that in games
I understand that. My background, academically, is in International Relations and Civilization was a major influence in pushing me in this direction. I loved be able to play through vectors of history and seeing how things play out on their own. Sometimes, I love playing the game through a lens of liberalism, in which i attempt to cooperate as much as possible with the other players and to promote unregulated economic growth as much as possible. And sometimes I love playing like I think Machiavelli or Hobbes would play and behave in a manner in which I see all of the other players as a constant threat to my existence and sovereign power over my state.I think that may actually have been somewhat of Sid's intention when he first started on Civ back in 1990. The various designers since have pushed it in different directions, but it's still very much has the same flavor of the original game baked in.
Advancements might eventually give us much more detailed, realistic simulations within a couple decades, but I wouldn't expect anything revolutionary for a while. At the moment game design is still very much an art, not a science. There's very little crossover between academic AI and game AI.
- Jon
Even when my civics are set to things like "democracy" and "free market", my citizens have virtually zero autonomy to act outside of my whims as the all powerful godhead.
That is a very interesting formulation of structure and agency. Civ simulates a community of sovereign entities which collectively define their society. "Anarchy is what you make of it".That's because you see yourself as the leader of your civilization, even though when you think about it, you're really not. And neither are the rest of the "leaders" we see in-game. Real-world leaders don't live and rule for millennia. And neither do they micro-manage every detail of their society's economic, military and infrastructural development. You and the other "leaders" of each Civ are more like avatars -- the collective will of each civilization.
It also doesn't sell very well to the demographic which plays Civilization either unfortunately. Civ Revolution is popular for all the same reasons for which I do not like it.As someone with a history degree I'd absolutely love to see a game more in that vein - it's just a massive undertaking. For the time being the closest we'll probably get is what Paradox and modders offer us.
- Jon
BTW, your climate change mechanic in At The Gates is just about the coolest thing i've ever seen in a video game and I very much look forward to playing your game. Thank you!As someone with a history degree I'd absolutely love to see a game more in that vein - it's just a massive undertaking. For the time being the closest we'll probably get is what Paradox and modders offer us.
- Jon
Civ could get rid of the concept of "leaders" altogether and recognize the player as the empire itself instead.
It also doesn't sell very well to the demographic which plays Civilization either unfortunately. Civ Revolution is popular for all the same reasons for which I do not like it.
BTW, your climate change mechanic in At The Gates is just about the coolest thing i've ever seen in a video game and I very much look forward to playing your game. Thank you!
Here's one of the first screenshot when Civ V was announced, just for curiosity
The historical leaders are there to provide something more grounded and relatable with which the player can interact, rather than an abstract "Lady Liberty" or "Motherland Calls" embodiment that would be too abstract for you to get emotionally invested in.