Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,393
I've been reading quite a few threads lately, and realized that there seems to be a disconnect between what is basically two types of people. Those who claim Civ is a "strategy game", and those who claim that it's something else.
Now, it is clear that there are strategical elements in the design of Civilization VI. You can for example choose what to build, and, if it's a district, wonder, or Improvement, where to place it, but that's where the problems with the definition come in. Is it really "strategical" to place a district, or is it not more like you're throwing a bowling ball into a mass of pins, aiming to get a strike?
This may sound weird at first, and initially I dismissed the thought myself, but really, placing districts is not "strategical". You want to get the most out of a district, so you place it where you get the highest yield. You may factor in some other things such as "Is this place not better for another district?" etc, but in the end it's really not that strategical. You're literally rolling the ball into the center of the pins to clear them all (aka to get the highest yield). Any district you build after that will inevitably not get as good as a spot (assuming they compete for a similar ideal spot) which is, for the most part, like you're throwing a second ball at the pins that have not been removed by your first attempt. (assuming you didn't get a strike, which is the equivalent of having a second spot that is just as good for the second improvement.)
That's some pretty strong evidence, but the similarities don't even end there. Between each round (of constructing districts) you're likely to be contacted by other leaders, and they may have good or bad things to say, based on your performance, or based on your characteristics. That too is VERY close to what happens during bowling, when you're teasing each other while you're waiting for the bowling machine to spit out your bowling ball ("for the city to grow enough and unlock the next district") so you can bowl again.
I think it is safe to say that, while I'm not entirely sure whether Civ fit the definition of a Bowling Simulator enough to officially change its genre, the similarities are staggering. And in my personal opinion too obvious to be a coincidence.
Now, it is clear that there are strategical elements in the design of Civilization VI. You can for example choose what to build, and, if it's a district, wonder, or Improvement, where to place it, but that's where the problems with the definition come in. Is it really "strategical" to place a district, or is it not more like you're throwing a bowling ball into a mass of pins, aiming to get a strike?
This may sound weird at first, and initially I dismissed the thought myself, but really, placing districts is not "strategical". You want to get the most out of a district, so you place it where you get the highest yield. You may factor in some other things such as "Is this place not better for another district?" etc, but in the end it's really not that strategical. You're literally rolling the ball into the center of the pins to clear them all (aka to get the highest yield). Any district you build after that will inevitably not get as good as a spot (assuming they compete for a similar ideal spot) which is, for the most part, like you're throwing a second ball at the pins that have not been removed by your first attempt. (assuming you didn't get a strike, which is the equivalent of having a second spot that is just as good for the second improvement.)
That's some pretty strong evidence, but the similarities don't even end there. Between each round (of constructing districts) you're likely to be contacted by other leaders, and they may have good or bad things to say, based on your performance, or based on your characteristics. That too is VERY close to what happens during bowling, when you're teasing each other while you're waiting for the bowling machine to spit out your bowling ball ("for the city to grow enough and unlock the next district") so you can bowl again.
I think it is safe to say that, while I'm not entirely sure whether Civ fit the definition of a Bowling Simulator enough to officially change its genre, the similarities are staggering. And in my personal opinion too obvious to be a coincidence.