My game philosophy:
Civ is a fantasy game to me with intellectual stimulation. Its about believing Im really creating a historical civilization in a "what if..." -scenario. But since its a fantasy (about ruling, creating and controlling), the game must remain simple enough that the mental rewards are worth the intellectual effort (If I would really want to push the boundaries of my intellect and sweat through hard decision Id get a job =). Game can still be complex (more then now) providing that the complexity is intuitive. The way to achieve this is making it as real as possible. Because all people have a common reality the more real the game plays the more natural is to understand it. I dont want to memorize rules to play a fantasy. If you cant buy in to this philosophy for this thread you should stop reading now.
So the factors are:
1. Realism
2. Playability - simpler and easier
3. Meaningfulness - all the choices must have an effect to the goals
Goal of the game is to conquer the world. What about the the other victory conditions you might ask. Well lets go through them: Cultural and science victory are achieved going through lists. Not very exiting. The reason player cares about culture and science in the first place is because they improve our capabilities in the game. Social policies give bonuses to our civilization and science enables us to better units and better improvements. So they are building towards something. That something is to rule the world. So why cant you rule the world through culture or science? Ill bring the two other false goals to answer that: Time and diplomacy. These four have common a point system. That aint much of a fantasy. To lead and build a civilization through the ages against barbarians and other great civilizations to... get higher points? Point system are there to compare and compete fairly. To choose tools, tactis or reward employees. Points are never the goal. You use them to achieve the goal. Just like in the game itself we use points to determine which unit or building to produce. Points are abstract and even though the whole fantasy of the game is abstract, in the game world points are still abstract and the land, cities, units and leaders are concrete. That is way they determine the goal and why we care about them.
Dont get me wrong. I like the culture, science and diplomacy (or could if there was real diplomacy in the game). But I like them because they are realistic and they help me to reach my goal in the game. Best part of culture are the borders it creates defining your civilization. You also get nice bonuses from policies. Science is all about getting more efficient. Deadlier troops and more more gold, growth and production. Growth matters because it gives you more gold and production. With gold and production you can build units to destroy your enemies and help your allies. Diplomacy is also just a way to means. To acquire strong allies and weak enemies. Now I could accept a victory condition about shared win with a close ally. Last argument for the goal is that most of the time player is looking at the map where the cities and units are. Rarely we look at tech tree or social policies.
Ok so this post was more about philosophy of the game and on the next there will be more practical ideas about how to improve the gameplay. Any constructive, coherent and essential criticism is appreciated while other kinds are ignored. You dont have to be polite but dont have to be rude either. Im new to this forum so if Im doing something wrong tell me. Im not new to Civ though. Ive played all version from the very beginning.
Civ is a fantasy game to me with intellectual stimulation. Its about believing Im really creating a historical civilization in a "what if..." -scenario. But since its a fantasy (about ruling, creating and controlling), the game must remain simple enough that the mental rewards are worth the intellectual effort (If I would really want to push the boundaries of my intellect and sweat through hard decision Id get a job =). Game can still be complex (more then now) providing that the complexity is intuitive. The way to achieve this is making it as real as possible. Because all people have a common reality the more real the game plays the more natural is to understand it. I dont want to memorize rules to play a fantasy. If you cant buy in to this philosophy for this thread you should stop reading now.
So the factors are:
1. Realism
2. Playability - simpler and easier
3. Meaningfulness - all the choices must have an effect to the goals
Goal of the game is to conquer the world. What about the the other victory conditions you might ask. Well lets go through them: Cultural and science victory are achieved going through lists. Not very exiting. The reason player cares about culture and science in the first place is because they improve our capabilities in the game. Social policies give bonuses to our civilization and science enables us to better units and better improvements. So they are building towards something. That something is to rule the world. So why cant you rule the world through culture or science? Ill bring the two other false goals to answer that: Time and diplomacy. These four have common a point system. That aint much of a fantasy. To lead and build a civilization through the ages against barbarians and other great civilizations to... get higher points? Point system are there to compare and compete fairly. To choose tools, tactis or reward employees. Points are never the goal. You use them to achieve the goal. Just like in the game itself we use points to determine which unit or building to produce. Points are abstract and even though the whole fantasy of the game is abstract, in the game world points are still abstract and the land, cities, units and leaders are concrete. That is way they determine the goal and why we care about them.
Dont get me wrong. I like the culture, science and diplomacy (or could if there was real diplomacy in the game). But I like them because they are realistic and they help me to reach my goal in the game. Best part of culture are the borders it creates defining your civilization. You also get nice bonuses from policies. Science is all about getting more efficient. Deadlier troops and more more gold, growth and production. Growth matters because it gives you more gold and production. With gold and production you can build units to destroy your enemies and help your allies. Diplomacy is also just a way to means. To acquire strong allies and weak enemies. Now I could accept a victory condition about shared win with a close ally. Last argument for the goal is that most of the time player is looking at the map where the cities and units are. Rarely we look at tech tree or social policies.
Ok so this post was more about philosophy of the game and on the next there will be more practical ideas about how to improve the gameplay. Any constructive, coherent and essential criticism is appreciated while other kinds are ignored. You dont have to be polite but dont have to be rude either. Im new to this forum so if Im doing something wrong tell me. Im not new to Civ though. Ive played all version from the very beginning.