GeneralZIft
Enigma
- Joined
- Feb 25, 2019
- Messages
- 677
If anything is to be gleamed from the way they are presenting Civ7 and all the new mechanics and systems I would suggest that they're looking to have a "narrative" experience
What do I mean by this? It seems like the game forces a "story" to happen by injecting events and crises into a game arbitrarily.
Concept: Every nation falls at the end of an era, due to a mix of crises chosen by the player.
Execution: No matter what you do, your empire will fall. Narratively speaking, you will always expect it to happen. And it happens to ALL empires in the game at the SAME TIME.
Critique: First of all, once something is guaranteed to happen, it becomes predictable. There's no point in a story that plays out the same every time.
The game is better served by letting it tell its own story. I can't believe I'm saying this, but Civ6's Ages system is actually relatively more authentic than forced crises.
Analysis: this mechanic exists solely to justify civ-switching. If that mechanic wasn't there, you wouldn't have this one either.
The choose-your-poison is also very gamey and takes away from the supposed narrative that the game is trying to tell.
You don't choose what life throws at you, you choose how you react to it.
Comparison:
In Rimworld, they have a similar system to throw players into loops. In that game you run a colony in a narrative simulator where sometimes crises happen and you have to prepare and recover.
In some ways the crises are also "forced" here but the difference is the lack of "choose-your-poison" which is so evidently anti-narrative.
This narrative system also likes to throw positive events at you to mix it up.
Conclusion:
All of which has me wondering.
What are you trying to do with Civ7?
I'm not totally sold that this narrative system won't get old in a couple weeks.
What do I mean by this? It seems like the game forces a "story" to happen by injecting events and crises into a game arbitrarily.
Concept: Every nation falls at the end of an era, due to a mix of crises chosen by the player.
Execution: No matter what you do, your empire will fall. Narratively speaking, you will always expect it to happen. And it happens to ALL empires in the game at the SAME TIME.
Critique: First of all, once something is guaranteed to happen, it becomes predictable. There's no point in a story that plays out the same every time.
The game is better served by letting it tell its own story. I can't believe I'm saying this, but Civ6's Ages system is actually relatively more authentic than forced crises.
Analysis: this mechanic exists solely to justify civ-switching. If that mechanic wasn't there, you wouldn't have this one either.
The choose-your-poison is also very gamey and takes away from the supposed narrative that the game is trying to tell.
You don't choose what life throws at you, you choose how you react to it.
Comparison:
In Rimworld, they have a similar system to throw players into loops. In that game you run a colony in a narrative simulator where sometimes crises happen and you have to prepare and recover.
In some ways the crises are also "forced" here but the difference is the lack of "choose-your-poison" which is so evidently anti-narrative.
This narrative system also likes to throw positive events at you to mix it up.
Conclusion:
All of which has me wondering.
What are you trying to do with Civ7?
I'm not totally sold that this narrative system won't get old in a couple weeks.