The same level of scrutiny applied by the players? By us, in these threads? I'm sorry, but it absolutely should.
Are we games developers? No (well, I'm not, and presumably you're not). Do we have time? We have oodles of time, I've seen enough of your posts and you of mine
My point is that it's easy to decree that something is bad, or flawed. It's harder to prove it, or come up with a workable alternative. And when we do, then hey, it's a win-win all round. Maybe the developers stumble on a good community idea, maybe it helps us think deeper about the game's systems? Is that not useful? Even when we recognise the limitations of what we can write in a post compared to a game with a living design document and a team of developers behind it.
I make mods. I've worked on some pretty big mod teams, on some pretty big mods (for other games). It's not the same thing as being a professional developer (which I am, in software), but we can absolutely have a crack at design ourselves. It's a time and practise thing.
And yes, I will always read everything I participate in, and no, you're under no obligation at all to do anything that I ask.
Again, I have to disagree. And yes, partially because we are not developers, but also because our designs aren't finished, even if we did spend the time.
Look, I have worked on mods as well, and after having worked on designs myself, there's a certain realisation that comes that the entire game's design on its own is like a structure whereby each section relies heavily on another to stay standing.
But here it is, I've worked on tons of threads:
Of course these vary in size, complexity and presentation, but I have actually spent the time to write up these concepts, and you'd be unsurprised to find that not many people are interested in reading paragraphs of concepts.
For example 'Alternate Victory Conditions' and 'Growth (etc.)' was quite well planned out and saw very little conversation besides "Oh yea sounds cool".
Climate Policies was one I wrote to target uneven starts without just levelling the playing field.
Unique Governments was written about making the gameplay more varied and personalised throughout the game.
Counter-Yields was written to balance wide/tall and curtail strong players.
Alternate VCs was a way for losing players to win the game.
So you can go back and read those if you like, but I think most people prefer the shorter discussion form where they have the time to grasp the concepts without getting into the details.
Because of this:
A: It's difficult to want to write up full concepts
B: It's difficult to read all these concepts and try to scrutinise it in your mind, in the same way you would a REAL game in front of you.
C: Details get lost in translation, and people simply prefer to converse about shorter topics.
When I do go back and check these, even though they are long, they're STILL unfinished in comparison to a professional designs. So, again, no true comparison can be made between the two.
I'm pretty sure Ideology is going to make a comeback in some form. Maybe when / after religion is reworked? Going from ancient religion (with less structured government and / or an ideological bent to speak of) to modern ideologies (with religion falling back to a more supporting role) seems like a natural push-and-pull throughout a game (and especially across Ages, where the balance and impact of each can be tailored to suit the time period).
But I don't think this by itself would solve lategame tedium. It didn't in CiV. I could guarantee AI behaviour quite comfortably based on which one I picked, and which one they'd picked. As you note, the more predictable (and less competent) the AI is, the less of a challenge things are, which also causes tedium.
I also think linking ideologies purely to culture is limiting. I do see the link, but it also affects things like science, production, growth, you name it. There's a lot of flexibility in terms of yields and their application to that kind of thing.
You say it doesn't in Civ5, but you've not played Civ5 have you? At least I recall this being something you said quite often.
Of course the concept itself is not going to solve the issue, but how you design the mechanic w.r.t. everything else that will solve an issue like late-game tedium.
When it comes to Civ7, it's yet to be seen, because they like to wait until later to actually finish their game design --- I mean redesign their game completely --- I mean charge you the price of an expansion what should be in the base game... Oh whoops I've said too much.
I find the AI personally better than in VI or V, though admittedly I'm not a high-level player (I pushed as high as I could go in Beyond Earth, didn't do too badly, and yet that was noted for having easier AI than CiV proper). It's hard to evaluate the AI because the developers should always be seeking to make it better. Which means the quality of Modern (or any Age past Antiquity) should improve over the lifetime of a game.
It's also why I don't rate it much as a suggestion. It's a general thing, it should always be happening, and we have repeated patch notes to suggest that it is happening.
Changing how events apply to the AI is an interesting one, but one I feel creates too much (opaque) RNG. AI works when it feels human. Increasing the arbitrary nature of how it responds to a game's progression is one of those things that feels human, but in practise will just make it seem overly quirky / irrational.
A lot of what people generally suggest when it comes to AI is just sinking more and more resources into it. And that in of itself is a problem. It's not actionable if something costs too much resource to justify. And AI is generally a difficult field. It's not trivial to improve. It's not trivial to make substantial advances in. It's why most, if not all, games use smoke-and-mirrors to achieve the illusion of an effect. So long as the player finds it believable, the illusion holds. The trick is finding the balance between maintaining the illusion and ramping the difficulty. There's a reason "bullet sponge" became a known phrase in other genres of game. It's a boring way of inflating the technical difficulty. But at the same time, creating something that rivals its impact while being more believable takes more resources than most teams have at their disposal.
I once worked with a developer who estimated a project at either 30 or 60 weeks of effort, depending on the approach taken. They were good estimates, they came with a multi-page design doc and implementation outlines. This was close to a decade ago. Neither approach has, to date, been implemented. Or even made the roadmap for implementation. Because there's always something more to be done with those 30 or 60 weeks that has a greater and / or more immediate impact.
This is a big problem for AI in games specifically, because it's one of the most theoretical / effectively compsci parts of games development. And most developers tend to be more engineers than scientists. Proper compsci folk working on AI are working on it as a part of a PhD, or some other postgrad research team. Getting that kind of cross-sector mingling is logistically difficult! I'm not trying to run defense here, I'm trying to explain the difficulty in AI in games in general, and why so many games struggle with it at the high level, especially for longstanding franchises with dedicated communities that have figured out (for the most part) how the game tries to emulate human behaviour.
Quirky and irrational AI can cause Surprises. Surprises are good. Surprises reduce boredom and tedium.
You want players to feel immersed right?
Well in reality, if you know how everyone around you is going to behave with 100% certainty, then it's not immersive at all right?
An AI surprising you with a backstab or a strange move, or simply behaving slightly differently than usual is going to put players more on edge and have them more intrigued as to how the AI actually works.
For this reason, I think all AI needs to have personality scores to determine their gameplay style, and how they react to different events.
Perhaps one leader can really really hate close settling. Another leader could really really love Gold gifts.
This is the type of variety that would have players exploring the game more than they usually would.
That's a weakness everybody shares. Because people view different things as problems, and each have different solutions at times to each and every problem.
Perhaps. And this is why you need more perspectives.
Also: thanks for your reply Gorbles, I only found the time now to reply
