I actually made this same post in a poll thread yesterday, but I realised that many people just vote in polls and don't read the discussions in those threads so I thought the points I wanted to raise might fit better here...
[The poll asked what percentage of games you finish]
I answered 20% but I suspect it is much lower, in 6 months I have finished a grand total of 5 games, and I know I have played more than 25!
Since I tend not to play with Space Race enabled it is normally pretty obvious by around 1900, if not before, who is going to win. At that point I would rather start a new game with all the excitement and uncertainty (key word) of the initial exploration and the race to early city sites, techs and wonders.
I generally find that Terra maps hold my interest the longest, with the promise of fresh territory to explore. (Plus pillaging those barbarian cities is so satisfying in so many ways!)
The sad fact is that the late game just doesn't capture my imagination the way the early game does. There is too little uncertainty, it feels like by the time I get to the late industrial age all the important strategic decisions have been made and I am just going through the motions to finish the game.
Now that I am thinking about this I am realising that, for me, in some perverse way the very features and choices that make the early game interesting are what bogs the game down in the later stages. If anything there should be even more important and yet different decisions to be made as we enter the modern eras, not just the continuation of an approach that was old when...well... was old when Rome fell (in 350BC to the Japanese
).
Don't get me wrong, I am a big fan of Civ4, I believe Firaxis did an excellent job providing some interesting early game choices of strategy, and of removing the late game monotony caused by pollution, corruption, etc, so finishing a game is no longer painful -- it just isn't yet fun, at least for me.
Of the four Xs (eXplore, eXpand, eXploit, eXterminate) I find the early game is quite nicely balanced but the late game is too biased towards Exterminate as you either mop up the remaining opposition or repel the warmongers attempting to prevent your cultural dominance. Obviously by the late game there is no territory left unclaimed, so give me new approaches to exploration (e.g. the search for dwindling natural resources, scientific, historical and cultural missions for bonuses), new things to expand, (e.g. trade and politics), and new avenues to exploit (e.g. espionage, multi-lateral diplomacy, insurgencies). I am not suggesting that all of these be incorporated in great detail into one hugely complex modern era game but pick a couple and implement them with a simple, elegant system as was done with religion.
How about new late game concepts such as...
- True Multi-Lateral Diplomacy and interdependent nations with more and broader treaties (vassal states may be a big step in the right direction)
- Technology that levels out but with the potential for short bursts of domination that need to be exploited rapidly or squandered.
- Espionage that matures from tactical to strategic importance.
- Multi-civ Trading blocks with better geographical isolation of, and limited control of, key resources
- More meaningful effects of political and socio-economic ideological choices.
- Nation states with fixed borders only changeable through war or *intense* diplomatic pressure
- and yes, even the introduction of some concept of insurgents that threaten the very fabric of civilization (To steal a well-worn phrase.) as ancient yet now minor civilizations tumble towards anarchy.
In a very real sense the 'rules of the game' have changed since we entered the modern era (In RL), I personally would like to see Civ reflect this so, perhaps we could even have a more dynamic approach to each era...
- A dynamic interface that introduces more game mechanics and control choices as time passes, for example, the very idea of civics AND the game mechanics used to select them should evolve as the game progresses, not just introduce more choices in a matrix.
- The very definition of victory should be dynamic with objectives for the next era based on your performance in the current era. Think about it...if you enter the modern era as a minor player your definition of a successful outcome will be way more humble than if you steam into the modern era as a behemoth of an empire. Having objectives that challenge you without appearing too easy or too hard might keep you playing.
Now, some combination of those ideas might revitalise the game, and keep my interest all the way to the (maybe) bitter end.
I know, I know...I should build a mod...well maybe I will.