For me, a thinker of mechanism design, am more concerned about mechanism problem, so I left gaming psychological aspect to other treads
However indeed, you do point out the essense of gameplay -- intensive challenge
And that is why *some* of the players feel sense of lose in civ5
(p.s. In fact I don't care about SOD or 1UPT either. For the completeness of discussing game mechanism, I have to point it out. For my personal concern, I would like to talk about happiness/ trade mechanism because I made HDI mod and trade route mod for alternative and fun gaming experience)
You're right. I apologise for that. It is true what I mentioned wasn't mechanics per se.
I do however believe, all/most game mechanics should be geared towards creating this tension throughout the game. There should be plenty of choices and trade offs, pros and cons. If I do this first, what will happen to this other option. What if I do this other thing instead. There should be a constant need to choose and decide. And there should be benefits to paths and choices made.
Scouts, finding goody huts and CS first did okay for Civ5. But then it kind of stopped.
There isn't any benefit to being the first to anything. Most Wonders are lacklustre.
Discovering a new tech and new buildings are not *that* exciting; nothing happens if you get it a turn or 10 turns later - because most buildings don't affect your civ that much. And since there's no tech trade, you don't need to care if techs come later because there's no urgent benefit for it. Except maybe Construction for Colloseum.
There's no benefit to ally with a CS first. Anyone can just buy you out with gold later.
Perhaps what I'm trying to get at is that the game just doesn't provide enough drive for the player to keep. So much so that the players themselves have to create their own drive. Beat 200 turns. Survive OCC with Autowar. Etc etc.
But for what it's worth, Civ 5 was fun. A good entertainment. But not great.
What if someone who gets tech first gets some advantage/ bonus - happiness boost for a few turns? What if social policies grow over time and the earlier you get it, the more time it has to grow? First CS ally gets a bonus compared to a second Civ? First to find a natural Wonder gets the bonus, no one else does- or 2 happiness instead of 1? First to Liberalism gives a free tech- oh wait, there's no more liberalism tech.
All these need not be game breaking or overly strong. Circumnavigating the globe bonus was a nice bonus but not necessary for any winning strat. And yes, not everyone plays on Deity or Immortal that reuires the perfect strat, though for Civ5, almost any Tom, Dick and Harry come on to the boards saying how they've played Civ since forever and are Immortal/ Deity players.
Sorry, think I went off topic again.
