GuitarHero
Caligula II
- Joined
- Aug 28, 2007
- Messages
- 1,486
Sounds like a nice idea, Zenon PT.
I couldn't find it. Who am I looking for?
Seems like an odd and unnecessary mechanic. But I guess I'd have to see it to understand it. Do they have realistic lifespans?
I agree that the current model blows from a realism standpoint. But I'm also more concerned about how both Civ 3 and Civ 4 models blow from a game balance standpoint. What you're suggesting sounds too close to Civ 3 -- a unit that is guaranteed to take no damage on the attack. You essentially create an uber-powerful unit that can deal damage without taking damage.
I'm all for some kind of change. But making one element of the game more realistic is sometimes a disaster. Not only can it hurt game balance -- it can even hurt the realism of the game indirectly (e.g.: catapults never die, so they become the bulk of everyone's army -- highly unrealistic).
RTSes manage to make it work for realism AND gameplay. In an RTS, catapults are incredibly slow for their power. Someone can scatter their troops to avoid taking maximum collateral damage. Mounted or tactical units are fast enough that they can sometimes dodge. And, if you dare to challenge the front line, someone might be able to break through and hit the catapults at the back.
However, the game Civilization occurs at such a global scale that these RTS ideas can't really transfer. So, alas, we're still left with the stupid Civ 4 vs Civ 3 debate, both of which really suck when it comes to siege units.
what you're suggesting is very close to Civ 3. But they really were fundamentally unbalanced. "Invincible on attack" may sound realistic in principle, but when introduced into a highly abstract combat system it actually results in less realism. In practice, people take advantage of huge catapult stacks, and to see a catapult get taken out is extremely rare.
Civilization is a game of abstraction. I don't think they were openly hostile to realism. Just that the first game was built in 1990. A certain amount of simplicity was a must for technical reasons.
That's without even getting into marketing reasons. The abstract combat system doesn't deal well with front lines and back lines. Nobody has really offered a way to make catapults more realistic that doesn't either (a) make them overpowered, thus indirectly making them unrealistic, or (b) make combat much more detailed, like your total war tactical real time battlefield.
I don't think Firaxis is ever going to do either, and you know why, even if you disagree with it.
The one-unit combat system is just fundamentally unrealistic. Any realistic tweaks around that system can only create more weird results elsewhere. The interaction of algorithm and human-player will tear your realistic intentions apart.
@Skallagrimson
A misunderstanding here I think. dh_epic is saying a one unit system can never be realistic which I agree with. TW is about as far away from a one unit system as it gets (I think in the current Medieval 2 release it is possible to have some 20,000 units).
So I don't know what siege engines did in Civ3. I do know that in BtS they're part of the way there because now siege engines *NEVER* fully destroy a unit they attack, and to re-balance it back a bit they just need to have a 100% chance of withdrawal. This will not, by any means, make them an "invincible" unit. It merely means their attack, the damage they give, and the damage they incur on attacking, are partial, never a full wipeout or full self-destroy. And that *is* realistic, as artillery was used to reduce enemy numbers or defenses, not obliterate them to the last man.
Philosophical reasons as well as technical. To them, excessive realisim would be "too imbalanced" with too much emphasis on luck, in spite of the fact that the game already is unbalanced and already does weigh heavily toward luck (tell me that someone starting with iron, ivory, two food, and six luxury resources in the first city's fat-cross isn't at an unbalanced ADVANTAGE, go ahead, make a fool of yourself!)
They need to fish or cut bait. If they want all balance all the time, then give everyone everywhere all the time, access to the same resources and quality of start position. Down to the last ivory and gold. If they want to gun for a realistic expression of imbalance, then DO it, and do it the right way instead of some cartoony preposterous abstraction thereof.
Because Firaxis thinks everyone is too stupid to manage the tactics of a real ancient battle. And, because Firaxis is so absolutely deathly afraid of "immitating Total War" that even the things TW does *right*, they'll avoid like the plague. And there's really only one thing TW does right.
When I'm in a high-level campaigning mood, I play Civ. When I want battle, I play TW. One of these days a game will provide both. One of these days.
I still find collateral damage unbalanced. Its realism is pretty lousy too. But are you saying that BTS has made strides in both departments? I think it's maybe a bit more balanced, but I can't say 100% withdrawal is realistic since they still take an unrealistic amount of damage before withdrawing.
They've actually done a pretty damn good job of map balance, compared to Civ 3. Everyone is going to get a horse, iron, copper, *or* ivory resource.
That some people still get all four, or even three of those sucks. It pisses me off, especially in multiplayer, to lose because I got shafted on my starting location. But there's been lots of modders putting together pretty good map scripts for all kinds of different tastes. Some people want more natural looking maps. Other people will sacrifice a lot of that for fair play.
Even though it's nearly impossible to get dice rolls out of a game like Civ, I feel like Civ 4 got rid of some of the biggest dice rolls (spies, great leaders, the senate, and ESPECIALLY map conditions). This might not be all that realistic: according to Jared Diamond, Europe won the "game" ENTIRELY because of their starting location. But I think the argument between two extremes -- that they need to cut out probabilities or have the game turn on probability like real life -- presents a false dichotomy. There IS an optimal balance somewhere in the middle. Of course, we'd have to argue about where that balance is, and it might not be the same for every audience.
I've played a few turn based games with a real time battle mode. I can't remember, Master of Magic in the 90s some time. It was fun. But I think one of the reasons they got away with it in that game is because the economy of the game was barely half as complex as that of Civilization.
When I read Soren Johnson's design blog and some of his design presentations at the GDC, that's the common thread I seem to find. His concern isn't so much that people can't understand X, Y, or Z... but that when you put X, Y, and Z in the game at the same time, you risk alienating all but the most hardcore gamers. The game takes a lot longer, hurting the multiplayer scene. The game is harder to learn for anyone who isn't a veteran of the genre or franchise. I think this is a legitimate concern for a game that sells millions.
I hope they DO consider replacing unit-to-unit combat with some kind of tactical-stacked combat in Civ 5. But in order to get them to consider that, you'd need to convince them that it's smart to cut something out. (I'd easily vote for cutting the mindless micromanagement that goes into optimizing your workers, if it meant more intricate combat.)
I don't think Firaxis is afraid of realism.
But I do think they've been steadily trying to improve the game balance. I also think they've been deathly afraid of making the game any more complex than it already is. I think that's why realism ends up getting the back seat.
(I'd love to try Total War, from what it sounds like.)
Finding the optimum maximizes profit. When you say the programmers are just lazy, it suggests to me that you don't understand the basics of the business. It doesn't make economic sense to spend twice as long to make a game when you're selling it for the same amount of money. It makes even less sense when you realize that twice as much complexity might lead to half the potential game-buying audience. Somewhere in the middle, the game is simple enough to draw in a lot of consumers, but complex enough to hold their attention.
It's bigger than what you or I want.
Complexity is the issue. I haven't been able to find the developer quote on realism you're talking about (although I do hope that you find it for me).
I'm still convinced that Firaxis is concerned about keeping complexity down. Too much complexity drives up development costs. Too much complexity makes it hard to attract new customers. And too much complexity essentially kills their hopes of making a multiplayer product.
Optional automation is never a viable alternative to optional micromanagement. Micromanagement will always yield better results than the AI. (Without necessarily proving that a human being is smarter. Just more patient.) Especially in multiplayer games, excessive micromanagement degenerates the game into who can click the fastest. A fast clicker will beat an automator. I'd rather people win on strategy, but that's just my taste.
The only exception to the complexity rule is expansion packs. Why? Because selling an XP beyond the original justifies the extra development cost, as opposed to just selling single bloated version of the original game.
Also, you don't have to worry about scaring away new users -- the XP is sold pretty much EXCLUSIVELY to people who are already experienced with the original version. Civ 4 had fewer units than Civ 3 Conquests. I wouldn't expect Civ 5 to be more complex than Civ 4 BTS.
My hypothesis: the day you see Total War style battles in Civ is the same day that they full out remove workers, or tile yields, or special resources... or greatly simplify some other aspect of the game.