m15a
Emperor
- Joined
- Jul 7, 2005
- Messages
- 1,471
If Firaxis wants to assure that all players are doing nothing but playing a game, much like playing Chess or Checkers -- that is, nothing more than manipulating some very mechanical mechanics, then by all means, leave the governments out. But if they want to immerse the players in a mindset of imagining what it is like to develop a small population into a globe girdling empire, they really need to put in a government selection and development system.
I can't tell if you are just exaggerating to try to express that you really want government (choice) in the game. But, from what we've seen so far, the notion that the designers don't really care about immersion is ridiculous to me. Affinities, virtues, and quests are three different new (or semi-new) ways of tying the game mechanics to the story. They're just (possibly) interested in looking at different aspects of the story. I'm not saying government choice wouldn't be important in such a future, but they have to choose some story elements to be in the game and some to leave out.