dh_epic
Cold War Veteran
I like realism. I definitely use it as "inspiration" for some of my Civ ideas. I also think that Civ, being a turn based game, should compete with other RTSes not in military-action, but by drawing on some other historical concepts.
But I figure I'd open up a thread to vent about bad ideas about realism, or ideas that are good in nature but often don't make that connection between "adding more detail" and "what does the player get to do about it?"
Timeline Realism
Civ starts with 20-year turns and ends with 1-year turns. You'd be surprised the number of people who focus on this as the key area of improvement for the next Civilization game. Often these suggestions come at the expense of gameplay, because it either makes time too much of an obstacle, or makes time irrelevent as a challenge.
Some of my "favorites":
Hardwired Failure Realism
These ideas might be more interesting if they weren't hardwired. They sometimes have hope, if they can be turned into meaningful decisions for the player that aren't overly complicated.
As you can see, the ones in this category are seldom hopeless, but can be improved to mechanize the busy work:
Random Bad Luck Realism
These ideas usually reflect the unfortunate conclusion about a lot of history -- that success often owes a lot to blind, dumb luck. This realism seldom makes for good game play, although there is always a minor hope of tweaking it into decisions that actually empower the player.
Feel free to add new examples, new categories, or vent and philosophize about the virtues and pitfalls of realism. This is as open as a thread could be.
But I figure I'd open up a thread to vent about bad ideas about realism, or ideas that are good in nature but often don't make that connection between "adding more detail" and "what does the player get to do about it?"
Timeline Realism
Civ starts with 20-year turns and ends with 1-year turns. You'd be surprised the number of people who focus on this as the key area of improvement for the next Civilization game. Often these suggestions come at the expense of gameplay, because it either makes time too much of an obstacle, or makes time irrelevent as a challenge.
Some of my "favorites":
- Infinite movement roads
- Temples built in a single turn
- Units that die of old age
Hardwired Failure Realism
These ideas might be more interesting if they weren't hardwired. They sometimes have hope, if they can be turned into meaningful decisions for the player that aren't overly complicated.
As you can see, the ones in this category are seldom hopeless, but can be improved to mechanize the busy work:
- a "civil war" trait, with civilizations prone to civil war
- civilizations that start 3000 years later than others
Random Bad Luck Realism
These ideas usually reflect the unfortunate conclusion about a lot of history -- that success often owes a lot to blind, dumb luck. This realism seldom makes for good game play, although there is always a minor hope of tweaking it into decisions that actually empower the player.
- Random Earthquakes
- Harsher Desert / Jungle (effictively screwing people by starting location)
Feel free to add new examples, new categories, or vent and philosophize about the virtues and pitfalls of realism. This is as open as a thread could be.