rysmiel said:
I am arguing that the way a good Civ player keeps a lot of factors balanced in their head when playing is perhaps closer to the kind of thinking required to do non-intuitive and mathematical bits of physics than to the kind of thinking required to deal with most of what you meet walking down the street, and that this is the entire appeal of the game.
There I do not agree. Myself, play Civ4 the way I understand it from scratch. That's why I dislike Civ4 when I can't see how many money will cost my next city, when I have to check every turn or nearly the cost of my army, when i can't predict easily by advance what will be the war weariness, because all this is directed by mechanisms from which I can only see the meta appearance. Don't get me wrong, I like the meta appearance of the things, I play Civ4 that way, but that's why I suck at it. (Monarch is way enough challenging for me) All what I ask is not to be able to predict the cost of my next city, to predict the war weariness or the cost of an army that flows turn by turn, but that those mechanisms to be much more less demanding.
For example, to lower the city cost, and make it constant, proportional. To be more clear about what units i can support freely, and from what point it begins to cost me,
much. (in other terms to revamp the unit maintenance cost, as well as the city one) To delete the suicidal artillery that raises my war weariness crazy. (and it's false that war weariness increases so proportionally to the number of our troops killed, and in Civ2 and Civ3, war could cause happiness on the contrary, in war mongering civilizations)
As you see, I do not fall for this scientist way to play Civ4. People who plays that way see in Civ4, a game among other, a stone challenge. What I'm seeing is a perfectible game. You will never see me to count the number of dead cataputs, to engine-reverse the game in order to find when and why the AI civs will declare war on me. I am wholeheartedly against this way to play Civ4, and I am sad that Firaxis fall for those players.
I would like to be able to play a good and logical game from the start, without thinking too much about the underground mechanics. And I would like to play the following games with only good common sense, using my experience of the game mechanics, but not the underground ones, the first ones, the meta ones, in one word the gameplay ones, like how do city grow, or how do I build a war unit. Civ 1 and Civ 2, and even Civ3 were good enough from this point of view. But with Civ4, this is beginning to become insane. I pray for Firaxis to go back to this genuine type of gameplay, and not fall again for reverse engineers players for Civ5.
Only to a certain extent. I'm a voluntary Canadian; I am far more fond of peace, order and good government than either speed or liberty.
Well, I'm French.
A limited subset of reality can be completely understood. It can be completely mastered. It can give you the satisfaction of complete control and complete victory. Reality taken as a whole does not offer us those particular satisfactions.
There are subsets of the reality that are not games. Mathematical problems, for example. Problems of the life. Problems are subsets with defined limits. There's much more than videogames that allow to feel this particular kind of satisfaction, and yet, this is only a particular kind of satisfaction, among much more.
Games have to select which part of reality to represent and how, which bits to summarise, simplify and reduce, because of finite time constraints. I have done the software implementation for everything an entirely new factory needs and it takes years; I do not want to have to do that every time I want to build a factory in a new city in Civ. The game must represent a drastically-reduced subset of reality to be playable; therefore "playable" and "matches reality accurately" are not concepts that influence the game in the same direction.
All games are not always subsets of reality, like Pac-Man. Well, they are a subset of reality, just because they are a part of it, but they do not intend to reproduce reality. Civ does. civ pretend to reproduce nations, people, armies, economy, etc... So it is legitimate to want it to stick to reality. They still have to be sumarized, but there's infinite ways to do it. Sid Meier took one that is simple to play, but that's not meaning that we can't add things that will be simple to play and stick more with reality. Playable can stick with realist. When you sum up a text, it is shorter than the referencial text, but you still can represent what it said.