Defining immersion as a pseudo-historical self-inconsistent set of preferences causes the term to lose any meaning it could possibly have.
I repeatingly underline that the game's simulationary qualities are mostly experienced through it being the best example of its kind. It
is merely pseudo-historical, but the ebb and flow in earlier versions due to expansion-checking mechanics (compared to other 4X games) made it resemble historical geopolitical developments much more than today. The checking mechanics weren't potent enough for the player. I wanted to be kept in check, but I could live with it. I cannot live with the current situation for reasons outlined below.
And you are necessarily doing this, as the argument you present weights history differently depending on the mechanic you consider, ignoring or changing standards on whim. If we define "immersion" in that framework, it's a useless term indistinguishable from preferences.
I am unsure what you think I have logical problems with here, but I might refer to the above. The problem is that few games offer the package that EU4 does. It promises an intricate pseudo-simulation of a massive historical period. Contrary to many other 4X games such as Civilization, its mechanics are defined by an inherent inbalance between starting points and real issues with collapsing as time progresses. The vast majority of its creative elements point to its historical inspiration, with many mechanics directly lifted from historical examples. As the game has been further developed, individual regions or even states have had special features or flavors given to them from its setting. You cannot ignore this component of the game, and the way they market the game, the way they design the game progression, special events, forcing the formation of the Netherlands to happen as much as possible, is all based on the historical setting the game covers, it promises a new player to experience an expansionist global period ruling a nation throughout it. When they changed from pure ducat spending to the power system, people were up in arms. It was denounced as "mana" and seen as destroying immersion by a lot of people. Of course, the reason they implemented power was to try and emulate developments that weren't measurable in cash, eg how a philosopher adds administrative power.
Now, here's what I'm unsure about. I think you say immersion is set at a specific level. Ie there's a certain expentancy from each individual, and that I therefore have no objective preferences, and that I'm therefore being illogical. Is this it?
If so, you're being unconstructive and honestly lack an understanding of yourself. Would you be happy with paying 200 dollars for a complicated Excel arc you're then allowed to solve? If yes, I don't know what to say, and if no, you yourself have preferences with Paradox's use of creative coating for this game. Now, you more look at it as a complex arcade game, and that's
fine, but the game was perfectly acceptable to me at an earlier version. This was because that the game, in spite of having some poor checks on unreasonable expansion, still had 90% of the world - the world outside your area - keeping itself checked. Yes, this was a reasonable source of immersion. This was a version of the AI they could perfectly keep available today, between their numerous options in the game setup menu, but they
didn't. If score was an issue, they could add a hefty penalty, as they already do in different difficulty settings. Let's move a little onwrads.
And
no, you're awfully mislead if you believe that "logically", if immersion if preferential, the only thing that counts as an objective argument is numbers. And that the simulated world is all about best use of numbers, also on the AI's side. Just no.
The game's core mechanics are concentrated on rewarding expansion the most.
Which plays completely different whether you're a new or an old player. With experience, you learn to manage expansion with little instability, meaning that the ebb and flow is different for a new player than for an accomplished one. As a new player, this is not what happens to your fledgling nation, and you may even collapse.
What they did with the AI change was make the game more interesting for more experienced players, keeping no features to let it remain the same - features that were present in previous EU titles such as AI aggression, and which is present in many of their other games.
This is
not an unreasonable wish from my end and I think your phrasing of my argument isn't fair at all. You don't seem to be able to discern between different levels of immersion because to you the only argument that counts is the numbers:
Making the AI game throw in the context of such a model is neither historical (no sane leader intentionally undermined his own utility curve)
This is
nonsense. You retroactively applied ingame logic to the real world. Noone pressed an Alliance button with a tic next to it. And that's not what I'm doing either. I never equated the game to real world history. I demonstrate
semblance to it, and so do the game mechanics, and earlier, AI expansion had superficially geographic semblane to real world developments, now it doesn't. So instead of failing its simulation on several levels, it now fails on many, many more. So if we go by this nonsense you wrote:
Defining immersion as a pseudo-historical self-inconsistent set of preferences causes the term to lose any meaning it could possibly have.
It baffles me that you can't see the difference between a lot of elements granting some form of immersion to fewer elements granting some form of immersino. This is not lack of logic, this is you that can't read.
nor defensible in pure gameplay terms (opposition in a game should play the same game, not a different game).
This I agree with, but as I outlined above, instead of fixing the immersion issues, they doubled down on making expansion too easy for everyone, making it less remniscent of the product they're marketing.
As for those of us who know a thing or two about 5000+ hours of play,
I do not perceive this as a "simulation-y" game like you describe...in fact given the game's core mechanics I see that assertion as a farce. I don't "see intricate systems of history". I see game mechanics, and I play with how they work. I expect the AI to do the same, because those are the rules. I play the game that is, not the game I want it to be. And when I see arguments about how the game "should be", sometimes I agree and sometimes not.
When those arguments self contradict (annoyingly often), I always disagree.
So you've seen the Matrix and calculated how to use EUIV to play Risk. Or, well, how to do an Excel arc ingame. You've spent 5000 hours on the game and found out how to do this. Well, good for you, and good that they've improved the AI to make your game experience better. You've made it past the inexperienced look into the game, seeing the nuts and bolts behind it, and you spend your time mastering those instead of experiencing the setting. But equating your experience to everyone's is bizarre.
My arguments do not self-contradict. It is fair for me to have a simple demand, and it is fair for me to expect a somewhat consistent product, especially when it's persistently updating as it is under the concurrent marketing they've always done.
Like, what am I even supposed to do with your assertion that the game's simulation-y qualities are farcical? Do you believe the AI should be attempting the same thing as you? Aren't you aware of how much it goes against what Paradox is selling the game as?
Irrational logic shouldn't drive game direction.
I sincerely do not hope that you're a game designer. The whole point of procuring a game is to get the dopamine flowing, getting an emotional response from the player that's intended through play. Often, a large part of this is procured through graphics and mechanics that correlate to whatever the game is simulating, and it applies to you too. Often, this component of game design means that you, as a game designer, have to realize that the customer's experience is highly "irrational", ie emotionally based. Sid Meier experienced this when testers didn't understand how a unit with 5 strength against 4 was as powerful as 25 against 20. I'm not like that, no. But you insist that I'm being self-contradicting when I ask for a basic degree of semblance from
the only product on the market that tells me that's what it's all about.
You appeal to "logic" by pointing out that the game has numbers in it and it's about working those numbers well, and that the AI should too. Well, wow, nice job, you figured out that most games have rules. You say the degree of realism is preferential. Neat. But I actually have a point about my own "threshold" of realism.
The increased AI difficulty wasn't even for you. It was for the middling player, honestly at the level of my own skill, who was sick of winning after 1600, something that was always a problem. It was also a problem to me, as I outlined. They made it so it was more challenging from then on, which is fine in the abstract. It solved some problems for my experience while plummeting the rest of it.
If we return to the point that you believe that my immersion was due to preference, I want to reiterate that you play the game in a coating that matters for you. And I'd add that you, as a person able to do a world conquest, is one of many subsets that Paradox markets for, their game sustained with at least a semblance of promise of looking akin to the colonial period.
Every single game mechanic in the game is made around this fact. And these mechanics mean different things for different players at different levels.
The trick about designing a good game is to design it as such that you take into consideration the players' different preferences. The more bases you cover, the more succesful you are. EU4 is already an incredibly narrow game, but it covers a large group of different people. Some people only like to play majors. Some people only like to play exotic countries. Some players like to play as their homelands. Some people like to rise from minors. Some players play the same over and over again. Some players never play the same nation once. And this is just the geographical situation of the initial game. Games also appeal to different people; some want simulation, some want an arcadey feel, some want to play a game as an Excel arc, some want instant combat and gratification. EU4 succeeds as a game because it does a certain thing very well, but it still covers a wide base of different players, even in spite of its
serious case of player introduction inertia.
Point is, my demand is perfectly legitimate. It's not illogical. It's not absurd. It matches several years of development and releases from Paradox. And solving it is simple. Make less aggression an option.
You're awfully mislead if you believe that "logically", if immersion if preferential, the only thing that counts as an objective argument is numbers. And that the simulated world is all about best use of numbers, also on the AI's side. Now I'm going to do an assertion, and if I'm wrong you're welcome to tell me, but your way of playing the game is in the
vast minority of the game's players. Most people care about the world's creative elements.
Infact, most people probably still feel immersion from the game as it is right now, but don't have enough historical knowledge as I do.
But I didn't treat it like that. I asked for solutions that I could personally use; an aggressiveness slider or a mod that changed the game rules into being more resembling of the real world. And as I said in the posts, either thing would please me.
So if you just step away from it all, I want to reiterate what my own point was before and still is, something you have had no appreciation for in your weird post: I feel that the new AI is too aggressive when taking into consideration the game mechanics' inability to punish this. This can be solved with an aggressivenes slider, which can have two options, the old and the current one.
This is an easy fix that would keep me playing and buying. Or players could help me with a mod - and you know what, I think I found one. But I wanted to write this post because of your insinuation that I was being unreasonable; a position I actually find incredibly toxic in this context, not for my sake, but for others.
I want to add that I would use the old when introducing new players to the game because the current AI is
way too punishing for new players.
But hey, 5000 hours. Good for you.