Algernon Pondlife
Prince
[part 2]
HI,
I've managed to break away from real life again
. Thanks for the encouragement Ant509y. I recognize the issue of getting our foot in the Firaxian door. I will make a couple of points about that later.
First another little point or two: an unhappy city in a province should have a chance of making the rest of the province unhappy gradually. Provinces will have their own characteristics which should make them stronger/more willing/better able in some types of developments than other.
By the way I like thinking of adjustments on percentages and in probabilities (especially probabilities because it takes the calculating down uncertain paths - less predictable) rather than a straight "this is 10 extra shields" kind of thing. So that is why I talk a little generically about effects. I'm not so interested in the implementation method as in the enrichment of the game by whatever means.
Now, what do provinces do for the game? Basically an extra dimension of authenticity. There have not been that many empires in history that maintained stability without recognizing local variation, sometimes to the point of local independence. Once there are provinces in the game many things can be explored. Things like seccession leading to the emergence of another civilization or to a whole chunk of territory suddenly joining your neighbour (or vice versa of course). Cultural stuff can be enriched. different government types can lead to different degrees and success of integration and cohesiveness. In short practically any of the ideas already proposed can happen.
Sometimes you have to use your imagination. Effects can be implemented in a fairly abstract way. But if provinces are on the board, however simply they are implemented, then there is the possibility of future development and also the very clever mod-makers will find extra possibilities. So the trick is to get firaxis to see value in implementing a model for provinces.
Three aspects spring to mind; fitness, cost and marketing.
The developers have a perception of what the game is. We all wish they had our perception, but then there would have to be about 1.5 million games
. They may have a very firm idea of what the game should do or they may have a fairly flexible notion, built from just an underlying theme (of course marketing have the most flexible perception of all; to them, if the name Civilization sells a product then stuff anything inside the box - sorry marketers, I exaggerate a little
). So changes need to be consistent with the developers aspirations if they are to get a real hearing.
All changes have costs, and costs imply risk. First the concept has to be translated into a specification, the specification has to be integrated into the rest of the game, the implementation has to be made to work as predicted in an already complex little universe, it has to have a balance that doesn't invalidate the way the game works, then (and this is very important too) the AI has to accomodate the new situation and make good sense of it, not just the AI enemy, but also the AI assistants have to be good enough to meet player expectations. The list goes on, but the bottom line is the greater the change the higher the risk and cost
Marketing are our friends. I'd better repeat that: marketing are our friends.
Marketing work out whether it will sell and how many and at what price, and then they allow the business to make a decision to go ahead. The whole of Civfanatics (plus that other lot with a big brash forum) are a tiny part of the market for these games. If we were all there were we would have to pay a fortune for each new version. And, worse still, we are not likely to be typical of of buyers in the wide world, at least because we are serious enthusiasts willing not only to play the game but to talk and think about it all the time.
So, we depend on marketing making sure it will sell to 1.5 million people or so. Otherwise they will stop making it. So marketing have to look at all the innovations and consider whether they are a selling point that will bring back the punters and even attract new ones. Otherwise they are going to worry if it is something the reviewers will go to town on and actually put people off buying the game. Of course marketing are deep thinkers and they can sometimes be pesuaded that something will have long term impact. It may not immediately sell more copies day one, but once people are using it the addiction will be fuelled.
So we have a winner here. Any self-respecting civ developer will see the "rightness" of provinces. Initial implementation can be relatively light (we won't howl (will we/) if our favourite idea is not in from the start). Its a seller - "Now with provinces in full technicolour", "Civilization just got civilized", "Learn to cope with moaning provincials; send punitive expeditionary forces to quell your far flung provinces".
In terms of presentation, I'm not one for being prescriptive about the detail. I like to offer the developers the big idea and show some of the things that can be done with it. I know some of you think out very specific ways that it can work and I applaud you for that. But can I suggest that the detail bits play second fiddle in any offering to the developers. I', sure they don't mind some of the brainstorming being done for them but at the end of the day that is what they are good at and it is probably something they enjoy as a challenge. So up front should be the big idea - provinces - next should be a list or description of the kind of things (so not prescriptive) it could involve. and then quietly any good ideas as to specifics but without any sense of these being vital. For example many of us (self included) have talked numbers about cities in a province; truth is we don't really know what will work well. So we shouldn't be shouting to the developers that there is this minimum or that maximum; for all we know single city provinces might work very well in a mixed environment.
I'd better stop now or this will get too long for anyone to want to read it. Everything I say is just my perspective and I know I'm not always in the mainstream (you should see some of my comments on other threads in civ4 and before). I know that if not enough people want the kind of game I want then it will not happen. But I still like Civilization (civ 1 in hindsight) and I still like the Hartland Trefoil original boardgame) and civ3 has spawned TAM and GLC (incomplete as it is) and MEM all of which are phenomenal subsets of the game (and, as it happens, closer to the original boardgame concept).
Cheers
Diatomite
HI,
I've managed to break away from real life again

First another little point or two: an unhappy city in a province should have a chance of making the rest of the province unhappy gradually. Provinces will have their own characteristics which should make them stronger/more willing/better able in some types of developments than other.
By the way I like thinking of adjustments on percentages and in probabilities (especially probabilities because it takes the calculating down uncertain paths - less predictable) rather than a straight "this is 10 extra shields" kind of thing. So that is why I talk a little generically about effects. I'm not so interested in the implementation method as in the enrichment of the game by whatever means.
Now, what do provinces do for the game? Basically an extra dimension of authenticity. There have not been that many empires in history that maintained stability without recognizing local variation, sometimes to the point of local independence. Once there are provinces in the game many things can be explored. Things like seccession leading to the emergence of another civilization or to a whole chunk of territory suddenly joining your neighbour (or vice versa of course). Cultural stuff can be enriched. different government types can lead to different degrees and success of integration and cohesiveness. In short practically any of the ideas already proposed can happen.
Sometimes you have to use your imagination. Effects can be implemented in a fairly abstract way. But if provinces are on the board, however simply they are implemented, then there is the possibility of future development and also the very clever mod-makers will find extra possibilities. So the trick is to get firaxis to see value in implementing a model for provinces.
Three aspects spring to mind; fitness, cost and marketing.
The developers have a perception of what the game is. We all wish they had our perception, but then there would have to be about 1.5 million games


All changes have costs, and costs imply risk. First the concept has to be translated into a specification, the specification has to be integrated into the rest of the game, the implementation has to be made to work as predicted in an already complex little universe, it has to have a balance that doesn't invalidate the way the game works, then (and this is very important too) the AI has to accomodate the new situation and make good sense of it, not just the AI enemy, but also the AI assistants have to be good enough to meet player expectations. The list goes on, but the bottom line is the greater the change the higher the risk and cost
Marketing are our friends. I'd better repeat that: marketing are our friends.
Marketing work out whether it will sell and how many and at what price, and then they allow the business to make a decision to go ahead. The whole of Civfanatics (plus that other lot with a big brash forum) are a tiny part of the market for these games. If we were all there were we would have to pay a fortune for each new version. And, worse still, we are not likely to be typical of of buyers in the wide world, at least because we are serious enthusiasts willing not only to play the game but to talk and think about it all the time.
So, we depend on marketing making sure it will sell to 1.5 million people or so. Otherwise they will stop making it. So marketing have to look at all the innovations and consider whether they are a selling point that will bring back the punters and even attract new ones. Otherwise they are going to worry if it is something the reviewers will go to town on and actually put people off buying the game. Of course marketing are deep thinkers and they can sometimes be pesuaded that something will have long term impact. It may not immediately sell more copies day one, but once people are using it the addiction will be fuelled.
So we have a winner here. Any self-respecting civ developer will see the "rightness" of provinces. Initial implementation can be relatively light (we won't howl (will we/) if our favourite idea is not in from the start). Its a seller - "Now with provinces in full technicolour", "Civilization just got civilized", "Learn to cope with moaning provincials; send punitive expeditionary forces to quell your far flung provinces".
In terms of presentation, I'm not one for being prescriptive about the detail. I like to offer the developers the big idea and show some of the things that can be done with it. I know some of you think out very specific ways that it can work and I applaud you for that. But can I suggest that the detail bits play second fiddle in any offering to the developers. I', sure they don't mind some of the brainstorming being done for them but at the end of the day that is what they are good at and it is probably something they enjoy as a challenge. So up front should be the big idea - provinces - next should be a list or description of the kind of things (so not prescriptive) it could involve. and then quietly any good ideas as to specifics but without any sense of these being vital. For example many of us (self included) have talked numbers about cities in a province; truth is we don't really know what will work well. So we shouldn't be shouting to the developers that there is this minimum or that maximum; for all we know single city provinces might work very well in a mixed environment.
I'd better stop now or this will get too long for anyone to want to read it. Everything I say is just my perspective and I know I'm not always in the mainstream (you should see some of my comments on other threads in civ4 and before). I know that if not enough people want the kind of game I want then it will not happen. But I still like Civilization (civ 1 in hindsight) and I still like the Hartland Trefoil original boardgame) and civ3 has spawned TAM and GLC (incomplete as it is) and MEM all of which are phenomenal subsets of the game (and, as it happens, closer to the original boardgame concept).
Cheers
Diatomite