SHORT VERSION:
For me, what makes Civ compelling was its historical immersion. It was the feel of taking my Civ starting from the dawn of history and watching and guiding the history of that Civ and also watching the history of the world of that Civ unfold. For that to happen, the overall mechanics and the flow and development of a Civ game flows in a way that would be "broadly" plausible and realistic and sensible.
If they kept the exact game mechanics, but renamed the civs "Green Team", "Yellow Team", etc, and the units "Offensive Unit A," "Offensive Unit B", "Defensive Unit A", etc, then the game would be distinctly less fun. Civ is not a purely abstract game, like chess. It's a game where things are intended to represent certain very broadly historical advancement. That representative nature allows you to become much more immersed in the game than if it were purely abstract.
...
The philosophy of Civ3/4 seems to be more towards increasing historical immersion. But vanilla Civ5 is clearly taking the game towards more the pure strategy game end of the spectrum due to removing many historical immersion mechanics and replacing them with gamey non-sense mechanics.
And I think that this is one of the key things dividing people that love or hate Civ5.
----------------------------
LONG VERSION:
There have been many posts about "builders" vs "warmongers", "god-game" vs "board game", micromanagement vs streamlining, "simulation" vs "strategy game", "realism" vs "gameplay", etc. But I think for me personally, these things hit on but somewhat miss the point.
Ever since Civ3, what has interested me most about Civilization wasn't that it was just a pure strategy game like, say, Total War or Panzer General. What made it compelling was its historical immersion. It was the feel of taking my Civ starting from the dawn of history and watching and guiding the history of that Civ and also watching the history of the world of that Civ unfold. Victory conditions are nice so that I have some goal to achieve as I don't want to just have a pure "sim" game but my primary interest in Civ is not to just "play to win" but also to play for the overall historical immersion experience.
For me, what makes Civ fun is the immersiveness: the sense of history you get when playing it. If they kept the exact game mechanics, but renamed the civs "Green Team", "Yellow Team", etc, and the units "Offensive Unit A," "Offensive Unit B", "Defensive Unit A", etc, then the game would be distinctly less fun. Civ is not a purely abstract game, like chess. It's a game where things are intended to represent certain very broadly historical advancement. That representative nature allows you to become much more immersed in the game than if it were purely abstract.
Now let's contrast that to, say, a pure strategy game like Empire or RISK or such. Here these are pure strategy games where each faction is trying to win all out. In these games, the "historical immersion" factor is fairly low. Not quite as low as, say, Chess since these games do have some minor elements from history. But certainly much lower than the best example of the most historically immersive series I know, Europa Universalis.
Civ1/2 were certainly much more in the mode or Empire or RISK. The historical immersion factor was fairly thin. It was only in Civ3 and especially Civ4 that the historical immersion factor increased dramatically with culture, transparent diplomacy, war weariness, occupied resisters, religion, trade pacts, great people, etc. And using the core design, player-designed Civ4 mods like Rhyes and Fall, Rise of Mankind took the game to even higher levels of historical immersion!
Realism is tangentially related to historical immersion but only in the sense that the overall mechanics and the flow and development of a Civ game flows in a way that would be "broadly" plausible and realistic and sensible. For example, in Civ 4, expansion and city growth was limited by an empire's gold and heath which made complete sense both realistically and more important historically. These mechanics added to historical immersion. But in Civ5, this global happiness mechanic which makes no sense in any way detracts from it and become just an arbitrary game rule. The uber-powered city-state mechanic that provides such huge overpowering benefits to full-Civs also detracts from historical immersion as it resembles nothing that makes sense historically or realistically. Also research tied directly to the size of your population? Again entirely bunk historically and one that Civ4 had right and Civ5 had completely wrong.
One thing that I need to note now is that historical immersion is completely unrelated to concepts of streamlining, micromanagement and "complexity" and such. You could totally have a game that was streamlined and yet had a high historical immersion factor.
For instance, take the concept of religion. I could implement it so that founding and spreading of religions was random and uncontrolled by individual Civs but had certain effects such as on relations and on happiness and such. And to shake things up I have the founding of religions at different times and different rates and even have religious schism (Catholic/Protestant, Shia/Sunni, etc). But if this was added in this manner as a background running event that no one had to actively micromanage a-la Civ4, it would introduce the historically important concept of religion into the game dynamics without anyone having to actively micromanage it to found it or spread it and such.
It is also completely unrelated to being a "builder" vs a "warmonger". I have played as both a peaceful builder type and also a world conquering type in Civ4 and enjoy both as a part of the history immersion experience.
Now as this is the Civ5 forum, I will only say this. The philosophy of Civ3/4 seems to be more towards increasing historical immersion. But vanilla Civ5 is clearly taking the game towards more the pure strategy game end of the spectrum. And I think that this is one of the key things dividing people that love or hate Civ5.
For me, what makes Civ compelling was its historical immersion. It was the feel of taking my Civ starting from the dawn of history and watching and guiding the history of that Civ and also watching the history of the world of that Civ unfold. For that to happen, the overall mechanics and the flow and development of a Civ game flows in a way that would be "broadly" plausible and realistic and sensible.
If they kept the exact game mechanics, but renamed the civs "Green Team", "Yellow Team", etc, and the units "Offensive Unit A," "Offensive Unit B", "Defensive Unit A", etc, then the game would be distinctly less fun. Civ is not a purely abstract game, like chess. It's a game where things are intended to represent certain very broadly historical advancement. That representative nature allows you to become much more immersed in the game than if it were purely abstract.
...
The philosophy of Civ3/4 seems to be more towards increasing historical immersion. But vanilla Civ5 is clearly taking the game towards more the pure strategy game end of the spectrum due to removing many historical immersion mechanics and replacing them with gamey non-sense mechanics.
And I think that this is one of the key things dividing people that love or hate Civ5.
----------------------------
LONG VERSION:
There have been many posts about "builders" vs "warmongers", "god-game" vs "board game", micromanagement vs streamlining, "simulation" vs "strategy game", "realism" vs "gameplay", etc. But I think for me personally, these things hit on but somewhat miss the point.
Ever since Civ3, what has interested me most about Civilization wasn't that it was just a pure strategy game like, say, Total War or Panzer General. What made it compelling was its historical immersion. It was the feel of taking my Civ starting from the dawn of history and watching and guiding the history of that Civ and also watching the history of the world of that Civ unfold. Victory conditions are nice so that I have some goal to achieve as I don't want to just have a pure "sim" game but my primary interest in Civ is not to just "play to win" but also to play for the overall historical immersion experience.
For me, what makes Civ fun is the immersiveness: the sense of history you get when playing it. If they kept the exact game mechanics, but renamed the civs "Green Team", "Yellow Team", etc, and the units "Offensive Unit A," "Offensive Unit B", "Defensive Unit A", etc, then the game would be distinctly less fun. Civ is not a purely abstract game, like chess. It's a game where things are intended to represent certain very broadly historical advancement. That representative nature allows you to become much more immersed in the game than if it were purely abstract.
Now let's contrast that to, say, a pure strategy game like Empire or RISK or such. Here these are pure strategy games where each faction is trying to win all out. In these games, the "historical immersion" factor is fairly low. Not quite as low as, say, Chess since these games do have some minor elements from history. But certainly much lower than the best example of the most historically immersive series I know, Europa Universalis.
Civ1/2 were certainly much more in the mode or Empire or RISK. The historical immersion factor was fairly thin. It was only in Civ3 and especially Civ4 that the historical immersion factor increased dramatically with culture, transparent diplomacy, war weariness, occupied resisters, religion, trade pacts, great people, etc. And using the core design, player-designed Civ4 mods like Rhyes and Fall, Rise of Mankind took the game to even higher levels of historical immersion!
Realism is tangentially related to historical immersion but only in the sense that the overall mechanics and the flow and development of a Civ game flows in a way that would be "broadly" plausible and realistic and sensible. For example, in Civ 4, expansion and city growth was limited by an empire's gold and heath which made complete sense both realistically and more important historically. These mechanics added to historical immersion. But in Civ5, this global happiness mechanic which makes no sense in any way detracts from it and become just an arbitrary game rule. The uber-powered city-state mechanic that provides such huge overpowering benefits to full-Civs also detracts from historical immersion as it resembles nothing that makes sense historically or realistically. Also research tied directly to the size of your population? Again entirely bunk historically and one that Civ4 had right and Civ5 had completely wrong.
One thing that I need to note now is that historical immersion is completely unrelated to concepts of streamlining, micromanagement and "complexity" and such. You could totally have a game that was streamlined and yet had a high historical immersion factor.
For instance, take the concept of religion. I could implement it so that founding and spreading of religions was random and uncontrolled by individual Civs but had certain effects such as on relations and on happiness and such. And to shake things up I have the founding of religions at different times and different rates and even have religious schism (Catholic/Protestant, Shia/Sunni, etc). But if this was added in this manner as a background running event that no one had to actively micromanage a-la Civ4, it would introduce the historically important concept of religion into the game dynamics without anyone having to actively micromanage it to found it or spread it and such.
It is also completely unrelated to being a "builder" vs a "warmonger". I have played as both a peaceful builder type and also a world conquering type in Civ4 and enjoy both as a part of the history immersion experience.
Now as this is the Civ5 forum, I will only say this. The philosophy of Civ3/4 seems to be more towards increasing historical immersion. But vanilla Civ5 is clearly taking the game towards more the pure strategy game end of the spectrum. And I think that this is one of the key things dividing people that love or hate Civ5.