Talcove
Slayer of Spies
The Civilization series has been around since 1991, starting with the original Civilization, and most recently ending with the expansion pack, Civilization 5: Brave New World. In this time it has grown from a relatively simple game, to one with a myriad of systems, mechanics, and featured under it's belt. It has grown from having a small cult following, to being one of the most played games on Steam. But in all of this time, one thing has stayed the same, the core concept of the game.
Since the beginning of the series, the Civilization games have put you in control of a particular civilization, in the shoes of one of it's most iconic leaders (And Ghandi), and tasked you with leading your civilization through the ages, to stand the test of time. To do this one would have to research various technologies, expand their cultural influence over the world, defend their borders, and expand their empire. One of the best parts of Civilization was that it could bring in more than one audience; it would bring in those who wanted a challenging experience to analyze and overcome, as well as those who wanted immerse themselves in the world and the scenarios.
In the earlier days this wasn't as much of a problem as there were relatively few things that could be added, due to technical limitations. However, as computers evolved, the game evolved with them, and more and more things became possible in Civilization. No longer was the limitation the technology not being able to portray your ideas, but rather than all your ideas couldn't be implemented in a timely, or cost-efficient manner. The question then becomes what to, and not to, add, and why.
I feel that this has shined a light on a schism in the Civilization community, between the strategists and the immersionists - the players who play for the number crunching strategy, and those who play for the immersive role playing.
When faced with certain suggestions, such as globe view or more detailed leaderscreens, the strategists would say that such features would have little to no strategic value, and wouldn't make the game better. Yet if the game added nothing but the features that had strategic value, there wouldn't be any leaderscreens at all, or even unit animations - what strategic value do they have? For the immersionists, however, these features mean the world.
And of course there are the features that the immersionists rally against, such as archers and longbowmen being able to shoot arrows (And kill enemies) across the English channel, or irregularities in the Tech Tree (Internet before Computers, anybody?). Yet if the game never added anything that contradicted immersion then we wouldn't have the brilliant 1UPT system, or futuristic combat units.
The best type of content it the kind which appeals to both sides, without compromising it's integrity. Trade Routes in Civ 5: BNW, I find, fill this position perfectly. The game requires you to construct the actual trade units (Build the transports, train the crew), pick a destination, and grants various rewards from them. Not only does it allow immersionists to take playing with the economy and diplomacy to a whole new level, but it also opens up an array of new options and play-styles for strategic players to utilize.
With that in mind, I post three questions:
1) Witch which camp do you most identify? (Poll)
2) Which other features do you think, or potential features would, appeal to both camps?
3) Should Firaxis add features that only appeal to one camp/don't appeal to one camp?
Since the beginning of the series, the Civilization games have put you in control of a particular civilization, in the shoes of one of it's most iconic leaders (And Ghandi), and tasked you with leading your civilization through the ages, to stand the test of time. To do this one would have to research various technologies, expand their cultural influence over the world, defend their borders, and expand their empire. One of the best parts of Civilization was that it could bring in more than one audience; it would bring in those who wanted a challenging experience to analyze and overcome, as well as those who wanted immerse themselves in the world and the scenarios.
In the earlier days this wasn't as much of a problem as there were relatively few things that could be added, due to technical limitations. However, as computers evolved, the game evolved with them, and more and more things became possible in Civilization. No longer was the limitation the technology not being able to portray your ideas, but rather than all your ideas couldn't be implemented in a timely, or cost-efficient manner. The question then becomes what to, and not to, add, and why.
I feel that this has shined a light on a schism in the Civilization community, between the strategists and the immersionists - the players who play for the number crunching strategy, and those who play for the immersive role playing.
When faced with certain suggestions, such as globe view or more detailed leaderscreens, the strategists would say that such features would have little to no strategic value, and wouldn't make the game better. Yet if the game added nothing but the features that had strategic value, there wouldn't be any leaderscreens at all, or even unit animations - what strategic value do they have? For the immersionists, however, these features mean the world.
And of course there are the features that the immersionists rally against, such as archers and longbowmen being able to shoot arrows (And kill enemies) across the English channel, or irregularities in the Tech Tree (Internet before Computers, anybody?). Yet if the game never added anything that contradicted immersion then we wouldn't have the brilliant 1UPT system, or futuristic combat units.
The best type of content it the kind which appeals to both sides, without compromising it's integrity. Trade Routes in Civ 5: BNW, I find, fill this position perfectly. The game requires you to construct the actual trade units (Build the transports, train the crew), pick a destination, and grants various rewards from them. Not only does it allow immersionists to take playing with the economy and diplomacy to a whole new level, but it also opens up an array of new options and play-styles for strategic players to utilize.
With that in mind, I post three questions:
1) Witch which camp do you most identify? (Poll)
2) Which other features do you think, or potential features would, appeal to both camps?
3) Should Firaxis add features that only appeal to one camp/don't appeal to one camp?