Historical Realism?

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This is going to be a little long, but bear with me, because I've been thinking about this for a while. And also bear with me, if I am bold enough to give advice to some of you more experienced with scenarios than myself. But I write this just as much to clarify a few things for myself, as to get your opinions on this. Nevertheless, I think there's an important discussion there.

Well, I think there's a great strength to the Civ2 engine, that allows much possibility in simulating historical events in almost any time and space. But something is bugging me, and I'd like to hear other positions on this, from some of you great historical scenario creators and others of you playing historical scenarios.

I have been playing many of the historical scenarios available on the net, if not to the end (I quit many halfway through because I felt bored). Well, I've seen and played enough to speak my mind about it. -And I give a lot of thought to it when I contemplate my new scenario projects, and want to avoid these kind of problems.

Apart from all the looks, and bells and whistles (which is also a great part of a good scenario, I recognize this), there's a core issue, I think, with many scenarios around. In the way of HISTORICAL REALISM vs. INTERACTIVE PLAYER RESPONSE. These two things are often seen as opposites in a scenario, but I think they need not be so.

As I see it, there's great confusion about how to make a great historical scenario, that both gives all the historical realism and colour of the particular period, AND is playable and FUN for the player(s). There seems to be a conflict between presenting events "as they really were", and allowing for player action.

Some scenarios seems to me to be like a straightjacket, in terms of events supplying definite units and small historical pop-up messages at the specific turns/years-of-events, while player action in regard to research, economy, government, unit access/war strategy is constrained to a very narrow space, because then things will not go the way the creator thought they should go (because then it would not be historically correct). This can be very frustrating, if you want to try out a strategy that might very well be historically justifiable, but that the creator didn't contemplate. -But it can also be frustrating in a positive way, if this frustration was part of what the creator was trying to simulate. -There are some great scenarios which do this very successfully. (But most often it is not so!)

Other scenarios are very very big, with a large map and a zillion cities to simulate the whole world at the time, but little or very limited focus as to what the player is expected to do. Sometimes these end up in bare confusion, because there's so much to do, that it is overwhelming. In number of cities, many new different unit types available, many (often irrelevant) tribes. Why ALWAYS have seven tribes in a game? Why play on the same tedious Europe Map, when the war you're simulating is taking place in France? (the hundred years war, for instance). Why not concentrate on a map of main France, with England, Spain and others at its borders? -The full-scale setup can of course also be profitable, in the way of a whole world coming back to life from the past. But ONLY if the player has some idea of what course of action to take in this huge chaos. Otherwise he will surely quit after a few turns... And all this work will be in vain.

Sometimes both these types are combined, to make things even worse, in terms of heavy constraint AND lack of focus. I know it sounds contradictory, but I've felt it. HUGE scenarios where goals are so far from obtainable that you might as well give up, because you can never do it. This is a sure killer.

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As it is, many historical scenario creators put a lot of work into their creations, with great looks, great attention to historical detail and a lot of research put into it. Which is good. BUT, all this will be in vain, if the player simply is frustrated beyond reason, or confused and lost in the pure scale of it. I think scenario designers need to make very clear to themselves what they're trying to tell to their players.

What is it about this particular war or situation that compells you to all this work? Is it the "mood"? The glory of a nations rise and fall? The great discovery? The development or empirebuilding? The more concrete the better, the more you can focus on simulating exactly that problem or situation, you can set up the scenario accordingly, with units, techs etc, and player actions will fall naturally in place, because you've set up the conditions for that very specific situation.

No need for bogus events to force-create units at given years, then, because you've set up the scenario so that this course of action will fall quite natural as a player response! -And the bonus is that the player can be allowed to take other courses of action, if he so desires. -This way you can gradually expand the options available to the player, and allow for change in the rhytm, pace and feel of the game.

In other words,

1) WHAT IS the specific historical problem or situation that your players are asked to solve or get into?

2) HOW CAN this be set up scenario-wise -so that the message goes through to the player instantly?

3) WHICH OPTIONS will be available to the player? -in which ways will he be constrained? -how will he be able to solve the situation? -how can hints be given as to this course of action?


I think many historical scenarios would benefit enormously from just a little thought to just these few points. In what ways will the player be constrained, and in which ways will he be able to take a course of action? In other words, the player needs to be told, not in the readme or the briefing, but in the problems that OCCUR IN THE GAME, and the means he have at his disposal, which way to play the scenario.

If there's an economic problem, there should be an economic solution. If there's a war or difficult strategic situation, there should be a way to solve it militarily or in some other way. If the player is supposed to make an attack, he should have a good REASON to prepare for war. That is, you have to set up a threatening situation for him to understand. ...or strategically place a few cities with desirable wonders that he desperately needs to get his tribe going. There are many other ways to do it of course.

ADVICE.TXT can be used to give actually helpful advice as to what the improvements and units are good for! In addition, there are a dozen small ways to tell the player what the units are good for. Defensive units should naturally be preset to fortify! Units about to embark on a boat should be preset to "board next ship"!

Historical situations can be very complex to simulate or recreate (even for an historian), not to speak of reducing them into a Civ2 scenario. It is a difficult thing. So make it simple from the outset, and easier for yourself, and make sure the simple mechanics of the scenario works first. Then gradually you can expand the situation with more units, techs etc. Your events will be more meaningful, if they fall as responses to player actions. Events can be used as preset factors as well, but, please, NOT, as the misunderstood historical realism "taking over" the players hand. What is left for the player then? There's no fun in watching the computer play the game for you, if it's not in response to your actions.

Historical realism is much more about setting up the economic and strategic conditions for the specific historical events, so to present the player to the certain kind of options he has, than force historical events to happen at preset historical dates.
 
Well, this is a valid response to historical scenarios.

Um, which scenarios, exactly, are you having these problems with?
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However, the things you've pointed out are considered by some a matter of taste, choice, style. For example, I tried early on to play the "compact" scenarios. Scenarios where France in the 16th century was represented by less than 6 cities. Didn't like it--not my preference. Later, I discovered scenarios where there were lots of cities--dozens for each civ. And I loved it. Others differ on what it is they like in an historical scenario.

It all depends on the person. If a civer has very little actual time to spend on playing, then a compact scenario, where each side has less than a dozen cities is preferble. If, on the other hand, a civer has all the time in the world, then a larger scenario might be what they are looking for instead.

Some civers want to use the historical scenarios to fight wars and even individual campaigns. River War is a good example of a single campaign in civ terms. Other civers want to administrate a giant empire. Many find wrestling with 40+ cities a terrible headache, not worth the trouble. Some others won't even bother with a scenario that has less than 100 cities.

Balancing history and the likleyhood of history is a difficult business. Speaking only for myself, choosing the graphics, arranging the map, and selecting the parameters are easily done once the idea for the scenario has been conceived. What has been MUCH more time-consuming is the process of testing the thing with the tech tree. Believe me--a bad or slipshod tech tree can spoil a scenario, and achieving perfection is extraordinarily difficult. Yes, a designer must leave some room for the players to move along the "alternate" pathways, to choose their own destiny, as it were. But destroyers appearing in late classical scenarios is bad. It ruins the entire atmosphere of the thing.

I like your ideas, but you're a lot like Foucault--no examples.

Expand!

Exile


 
I must say that my thinking is completely in line with Morten. What he has put down is the basic priciples of building a scenario and what is wrong with many scenarios (although I think a lot of what was said applies to all scenarios, not just historical ones)

He is not giving examples because he doesn't want to offend anyone - which I think is the right thing to do.

I never need to test the tree - that is the backbone of every scenario I make and its the thing that is most controllable. What needs testing is AI's behavior and balance between different classes of units.


In fact THUNDERFALL! How about putting Morten's little essay into the tips section?

[This message has been edited by kobayashi (edited July 19, 2001).]
 
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Morten!

I am just getting into Scenario design myself and have decided, upon reading your dissertation, to do only events files for the 8th tribe, the one nobody can play. everybody else can react to those as they see fit.
 
I might add that I've enjoyed many of the scenarios that I've been playing. I think most scenario creators really put a lot of effort into their work. Kobayashi is right, I have great respect for all the great work put into these scenarios, so I think it would be unfair to boast out with examples. Especially since I am trying to overcome some of the same problems myself...

What I am getting at, is how to make the basic premise of scenarios (and especially historical ones) work much better. And I don't think it needs so much to do it. Some careful consideration as to how to set up the basic layout of the scenario, to recreate the historical problems to face the player, that is all. I agree, much do apply to other scens as well, but historical ones are most commonly misunderstood in terms of definite events that HAVE to take place at the same place and time, as they did historically. -Instead of focusing upon the REASONS for these changes to come about. -I study history myself, and what I've learned so far, is that you can learn all (or most) about the events in world history in the course of 3 years, but explaining the REASONS for these events can take forever. And that is why history remains an exciting subject.

So I guess what I am asking is that if one wants to recreate history in Civ2, as a player I want to know (and EXPERIENCE it) what the scenario creator thinks was the reasons for these changes. What are my motivations to get involved in this? What is my reward? What is the fatal consequenses if I fail?

-What would have happened if the french Dauphin had not trusted Joan of Arc? -Would France have fallen to the English, and would France today be a province of England? -What a frightful idea! -Or what if the Spanish Armada hadn't failed in 1588? We would probably all have spanish as our second language (or first) this very minute! -This is normally termed contrafactual history (or "what if"-history) and it can be very amusing and rewarding in Civ2 scenarios, because you get to play out the alternatives. Yes, I know, I said no examples, but I played ZWK, and it starts with Hitler having a stroke! -Quite an amusing and unexpected turn of events, which sets the scene quite effectively, to that now YOU (Hess) is in charge!
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EXILE:
However, the things you've pointed out are considered by some a matter of taste, choice, style. (...) It all depends on the person. (...)

Some civers want to use the historical scenarios to fight wars and even individual campaigns. River War is a good example of a single campaign in civ terms. Other civers want to administrate a giant empire. Many find wrestling with 40+ cities a terrible headache, not worth the trouble. Some others won't even bother with a scenario that has less than 100 cities.

-Yes, I agree that there are many ways to do it. But, for example, if I am given a great empire from scenario outset, why should I, as a player, go to war? (if it is a war scenario) -The answer most often is, (besides the fun of it) because it happened historically. But I want more than that. I want the scenario creator to set up a situation so that I can understand why WAR is necessary in this situation. Someone on my back, a threatening enemy, a tiny advanced tribe getting on my nerves, attractive wonders (in enemy possession) that can solve my immediate problems. -And then, next, I want the scenario creator to show me how to do it. How can I get the good units, the good techs, which I need to accomplish my goals? -It doesn't need to be easy. But I need to want it so bad, that I'll try really hard to accomplish it.

MAGNUS:
I am just getting into Scenario design myself and have decided, upon reading your dissertation, to do only events files for the 8th tribe, the one nobody can play. everybody else can react to those as they see fit.

Well, I am not discarding events alltogether! I think there are really great possibilities with events to really enhance a given scenario. For instance, if you want to simulate the total underdog that always comes back, you can give them free units once in a while (reasonably explained). Or reward players upon a given conquest. Or even set up a whole avalanche of historical events, upon the fall of a great city, or the killing of an important unit. What I am objecting to is merely the misunderstood "historical realism" in events taking place "as they really did". -Also, events can be used quite effectively to carefully "script" a given campaign or quest. -Or even a grand war. -The important thing is, I think, that the player knows the goals and the means, and the boundaries of the space within which he can freely operate.

KOBAYASHI:
In fact THUNDERFALL! How about putting Morten's little essay into the tips section?

In that case, I'd better rework it a little first, if it's going to be more practically applicable...
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quote:
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KOBAYASHI:
In fact THUNDERFALL! How about putting Morten's little essay into the tips section?
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In that case, I'd better rework it a little first, if it's going to be more practically applicable...

Why not?
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Just send me the final draft when you finish rewriting it, Morten.
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Those points are definatly some of the most important things to keep in mind when one is making a scenario.
And sometimes its much harder to dos o than one would think.
Some events should IMO be avoided and only used very rarely, makeaggression is one of them, I hate being forced to war whit my allies by an event describing a situation so far from the one in my game as it can get (this has happened to me).
Some scenarios do indeed feel meaningless (hopefully not my scenarios), but that also depends a lot on which civ you're playing in that scenario.
I don't like scenarios where you are forced to play as one civ either.
About the cities thing:
It has to do whit how the scenario is done, some scenarios work very well whit lots of cities, others just give you that meaningless feeling when you play them.
 
Just some thoughts: For me, the most important question is, is it fun to play?

I think any other aspect is secondary. So the initial setup has to ensure that the player feels the typical civ2 "one more turn, one more turn" addiction. Normally I prefer only a few cities at the start. However, the newest scn I played (a bit
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) was JVs "Birth of America", with more cities and units I usually like, but I enjoyed it a lot. As Henrik said, it depends on the efforts of the creator, also such a "big" scn can be fun.

What I always like is when there is a development in the game, new units, techs etc., especially when it is a long scn.

To the events, that is hard to say: I´ve choosen historical correct events in ImpRom2, it was like a dream for me to recreate some of the real challenges for the Romans (as Hannibal´s invasion). The problem with "IfTurn" events is that the player knows what will happen when he plays the second time, so I used also a lot "RandomTurn" events.
On the other hand Rick Westera´s "Rome280BC" comes without special historic events, only with "RandomTurn" invasions and is still a great scn.




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Kobyashi;

". . . what is wrong with many scenarios."

I don't think searching for the perfect scenario is a valid pastime.

". . . It's the right thing to do."

And I disagree. He presents generalities with no examples. While reading it, I was constantly asking myself, which scenario/s does he mean? Which ones is he having problems with?

"I never need to test the tech tree . . . it's the thing that is most controllable."

And I disagree. No, It's not. Knowing which techs the AIs will choose is a difficult business.

Again, this is all subjective. What one prefers in a civ2 historical scenario is just that--a preference. I'll use River War as an example again. It is a VERY rigid scenario. There is one way to win and it was clearly designed to simulate Kitchener's advance on Khartoum and the Battle of Omdurman. Is it the kind of scenario that I would design? No. Does that make it less desirable? Not in my view. Is it a scenario that I play all the time? No. Does that mean that it's bad? No.

I'll assert once again; It's a matter of preference. I'll give you another example. I personally don't think that civ2 is a good vehicle for creating "space empire" type games. If I want to play one of those type of games, I'll load up MOO. But you disagree. I have no problem with that.

But it is still a matter of preference.

Exile

[This message has been edited by Exile (edited July 20, 2001).]
 
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I don't think searching for the perfect scenario is a valid pastime....He presents generalities with no examples. While reading it, I was constantly asking myself, which scenario/s does he mean? Which ones is he having problems with?
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He obviously does not want to offend or discourage anyone by pointing out that their scenario is 'lousy' and neither would I and most of the people here. Could I say that it is the culture here? While there is no such thing as a perfect scenario, theres no harm in discussing what makes scenarios better.

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And I disagree (wrt tech tree). No, It's not. Knowing which techs the AIs will choose is a difficult business.
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If the tree is built correctly, the AI's choice (which can be manipulated somewhat by adjusting the desirability and militariness of advances) is not that great a problem. The AI might choose to research A before B but it will need both A and B to get to C.

*****
Again, this is all subjective. What one prefers in a civ2 historical scenario is just that--a preference.....I'll assert once again; It's a matter of preference. I'll give you another example. I personally don't think that civ2 is a good vehicle for creating "space empire" type games. If I want to play one of those type of games, I'll load up MOO. But you disagree. I have no problem with that.
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I don't disagree about the subjectiveness of it all. Scenarios are somewhat a form of art. In the case where designers purposely make a scenario rigid or give each civ 50 cities (that would mean you have to control 350 cities at the end) as part of their interpretation of a theme - that's fine. I think Morten is just talking about others who unwittingly create the 'undesirable' characteristics without actually intending to.

At the end of the day, your view on personal preference stands. I have no quarrel with it and they are insightful. I only made my comments because Morten's piece was too good to ignore. I would think of them as guidelines and not hard and fast rules. Is that acceptable? People write books on how to paint and art is even more subjective.


[This message has been edited by kobayashi (edited July 20, 2001).]
 
Kobayashi;

"Is that acceptable?"

Yep.

My view is that, as long as the "mechanics" of any given scenario function the way that the designer intended them to, then it is a valid work. I may not like it. I may not play it. But that is a subjective judgement. As you point out, the finished product is very much an interpretation, similar to a work of art.

My suggestion to Morten is that he review some scenarios. That is the appropriate context for this kind of writing. He can then freely describe what aspects of the reviewed scenario he likes and dislikes. And he is not constrained by this site's customary courtesy to only express his sentiment in general terms. He seems to have firm ideas, and I am curious to see more precisely what he means, or I wouldn't have bothered to respond.

Exile
 
KOBAYASHI:
I think Morten is just talking about others who unwittingly create the 'undesirable' characteristics without actually intending to.

Yes! -I think many scenario creators have developed their own certain characteristic style or flavour, and all types of scens have their fans, in their very own right. -I play many different type of scenarios myself. But this is very much about the unintended effects, and how most effectively to convey the desired theme of a given scen. I don't claim to have found the holy grail. So this is very much open for discussion. -Anyway, I think this is the right place to discuss it, as we can learn great deal from each other about what works and what doesn't. Yes, we all have our opinions, but still we have a common language. Like films and art have their language and means of conveying themes and emotions, so does scenario/games-making. I disagree strongly that anyone can just go out and make a good scenario, because he can do it anyway he likes, and some people will always like it.

We want players to play our scenarios, right? I agree totally with BeBro, that the no.1 issue is the fun of it. Players won't play it, if it is no fun. And there are some basic things things that should work out, if it's going to be playable, challenging and fun within Civ2.

Some scenarios are more fun than others! -And I bet this is not solely dependant on chance and personal opinion! -There is a lot of planning and scheming taking place on part of the creator. You'd probably agree with me on that one, Exile.

If you're doing a historical scenario, I suppose there is something in this historical situation that fascinates you, and makes you want to do it. Like someone making a fantasy scen is fascinated with dragons and alternative magic worlds.

So what I'm on about is the way to implement this fascination, and set up a situation that actually gives the player that same thing, as had you so fired up about it.

One might think, that putting in a "if turn"-event at that specific year, settles this historical incident firmly in the scenario. Just rename the units and give them bonus'es. But it is not so simple as that. If you want to do these events, they should be "in the line of fire", so to speak. -Not just bogus events, but follow neatly along the way the rest of the scenario was set up.

The way to implement a historical situation in a scenario has little to do with "what actually happened", but much more with the reasons bringing it about, because this is what Civ2 is set up to in the beginning.

What you have control over as a creator, is not the way the player will play the game, but the parameters and variables, on which he is to base his decisions. -All in the rules.txt. -And of course the looks and hints and advice you can give along the way, as to what these changes mean, so the player will get the picture!

History in Civ2 is often thought of in terms of units and relative strengths, and giving units and improvements the proper historical names, and supplying "historically correct" events. As well as something I have never completely understood : supplying the english with "english infantry" and the french with "french infantry". (When all comes down to it, what's really the great difference? -it's all infantry!)

These things might be part of it. But it is less thought of in the way of geography, landscape, political changes, productive changes, sudden growth in a particular area, access to key techs -that really ARE key techs, population issues, famine, epidemics etc. etc.

Excuse me if I just seem to go on and on forever. I hope you get the picture. 'nuff said!
 
Morten -

From this and other posts of yours I've read it is clear you are the master of scenario-making.

If I'm summarizing this correctly, you are saying that while historical scenarios are all well and good if they've got all the impressive eye candy, they are useless if they're not playable. I've played some scenarios that were so be-labored with rigged attempts to re-create events connected with the scenario that it was more like an interactive museum exhibit than a game. I haven't had the problem of the huge and cumbersome maps yet (with too many players), but it is easily imaginable.

I know we struggled with this question in your Medieval patch thread, but you are right - a good historical scenario must balance historicity with good gameplay.

Your initial post would be a brilliant guide for new scenario creators!

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