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META: Civ Game Concepts And Discussion Of Civ Mechanisms

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  • META: Civ Game Concepts And Discussion Of Civ Mechanisms

    It is inevitable that everyone has different ideas on how the perfect civ game should look like.

    Still, there are many similarities between various proposals on how to enhance current civ games (large scale god games).

    If we could agree that:

    - civ is a fun game
    - civ is not a simulation game
    - civ is a historical game, drawing inspiration from the past

    and thus:

    - the optimal civ game has to satisfy all these criteria in a balanced mix

    would it be possible to design mechanisms once and for all that, once implemented, would materialise the most perfect civ game of all time?


    And the answer ofcourse is: Yes.


    What we can not agree on however, is the balance of those three important criteria.

    Game slanted towards history comes out as Europa Universalis, fun is our Civ of Sid and one slanted towards simulation would be a tycoon game of immense proportions (this is something new projects, and especially online projects and even more specifficaly, unfinished projects seem to strive for ).


    So, how to decide the balance?


    In my opinion, it is impossible to visualise the many complex concepts that a civ game consists of (terrain, units, economy..), and thus, abstract balancing of models that haven't seen action is also impossible. Therefore optimal balance should be achieved by simply taking one game that is slanted towards one side and improving its other, weaker, features.

    Consequentialy, does it make sense to produce 'baseless' models, which do not have anchor in any current civ game?


    I think am begining to think not.


    Example of such non-anchored models and discussions is Civ3 (is it 4 now?) wishlist, another would be independant social, economic and other models that appear every now and then in this and other forums.

    Neither of which has so far brought imrovements in the genre. Feel free to correct me on this, I might be wrong, but despite Civ 3 supposedly being inspired by the wishlist, I was not able to find direct relation between proposals in the list and what was implemented in the game.

    And surely, developing an elaborate model just to inspire someone to do something completely different does not make much sense, does it?


    If what I wrote above sounds like stating the obvious to you, don't worry, it very likely is just that. The night is long and Mars is near.. I got philosophical


    But I mean this thread as a sort of META discussion. Let's discuss ways how we should discuss civ games.


    Some things that may (or may not!) improve discussion of civ games and improvement of their mechanisms:


    - realising the difference between three various aspects of all civ games (especially, acknowledging that all three have value and none should be discarded completely, that the equation is zero-sum and thus tradeoffs have to exist. Instead, balance. Important case in point is that many people do not differentiate between History and Fun - while history can be fun, it is not necessarily so)


    - realising personal preference towards one of those aspects (this is difficult because one can not easily measure oneself. Best method may be thinking which of the existing titles suits you most. Put in practice, this would mean that you should take a top down approach, realise what the top concepts are and what you want, and then approach discissions of parts with a better vision of the whole)


    - stating that preference in discussions, asking others to state theirs too (discussion is more streamlined if you know the direction your collegue is pushing to, and why, before you get bogged down in details which expirience shows, you will )


    - avoiding the discussion of the mechanics of history in the same space as mechanics of game (this usually starts like this: poster number one: so we will make population growth dependant on food ... poster number two: wait! in fact disease was always more important ... poster number three: no, in cities it was disease but not in villages .. blah blah you know the rest )


    - disbanding independant models completely, instead, taking one existing civ game as basis and going from there (name new threads as '[Civ 3] New Cultural Model', or '[CtP II] City Radius Solution' instead of 'My Cultural Model', 'ICS solution')


    - branching discussion. Threads that discuss these things are usually high volume, they consist of many usually very big posts by many people. Branching threads, ala USENET newsgroups, provide better overview and streamline the discussion. Okay, if the discussion is on Apolyton, this is not feasible, but still, a thougt.

    etc, etc, I could go on and on. Feel free to correct & comment

  • #2
    Re: META: Civ Game Concepts And Discussion Of Civ Mechanisms

    There is not much to add to your Post Vetty, you pretty much corner it. To establish the differences between the three sides of the game (I'd even add a forth: action) is a good start. And to acknowledge one's own preferences is always a must to discuss any issue.

    For me:

    - I prefer the fun side of the game. This is also why, contrary to many people here, I give some importance to good graphics.

    - I enjoy the simulation aspect, since I believe to be a ruler. However, sometimes the simulation aspect can make the game look like work when it gets out of hand.

    - I give little importance to the history aspect, but I enjoy playing games which look like history. A good historical polish is as important as good graphics, but no more. However, I LOVE big Civilopedias and their educational content. The more the better, because the Civilopedia doesn't impede on gameplay.

    - Action is quite good, but I don't think a Civ game should be centred on it. War is an element of Civilization, but the greatness of the series come from the fact that you're not forced to wage war permanently (this was the great News when Civ1 came out).
    "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
    "I never had the need to have a boner." -- Dissident
    "I have never cut off my penis when I was upset over a girl." -- Dis

    Comment


    • #3
      To me fun = challenge. The fun part means the game needs good ai, and the player has to make choices and can opt for vastly different strategies and still win.
      Simulation is somewhat important. If I want a game without simulation, I play chess. So the game has to simulate the world.
      History is not important to me. F.e. Galciv is great IMHO, and there is no history in it.

      You say the game should be important based on history but not be a simulation, yet you want a history simulator.

      would it be possible to design mechanisms once and for all that, once implemented, would materialise the most perfect civ game of all time?
      Of course, not. Different people have different expectations. Civ3 appeals to a slightly different public from civ2, because the games are different, not because one is inherently better than another.
      Clash of Civilization team member
      (a civ-like game whose goal is low micromanagement and good AI)
      web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

      Comment


      • #4
        to me, fun is customizibility. not so much for modding (although that adds to it signifigantly), but in game specialization.

        this entails detailed unit workshops (even more detailed than SMAC), social systems, etc.

        i'd like to make the social/economic/political/etc system so complex that you could theoretically create a unique society that no one has ever thought up before, and make it so that every culture you could dream up would be equal to any other. for a simplistic example,a builder's bonuses would be good enough to offset a warmonger's, so that you dont have to dive for one path because thats the one that wins.

        replayibility. thats the stuff right there. i can't play civ3 single player anymore, i get too bored too fast. the AI is predictable, it's the same game every damn time.
        "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
        - Ender, from Ender's Game by Orson Scott Card

        Comment


        • #5
          Spiffor,

          I agree with what you said, my preferences are also along those lines. Fun above realism (simulation), and lots of history wherever it's not in the way.

          Action is quite good, but I don't think a Civ game should be centred on it. War is an element of Civilization, but the greatness of the series come from the fact that you're not forced to wage war permanently (this was the great News when Civ1 came out).


          Yes. My playing style always was warmongering though Civ 3 made me load the game sometimes, to get different combat result, could be problem is with me, or the game.

          LDiCesare

          To me fun = challenge. The fun part means the game needs good ai, and the player has to make choices and can opt for vastly different strategies and still win.


          I agree. Trend seems to be reducing number of decisions player can take though (Civ3, Moo3).

          You say the game should be important based on history but not be a simulation, yet you want a history simulator.


          Well, we use word simulator differently. I think there is a complexity treshold for calling something a simulator, and civ game mechanisms (rightfully) simply do not reach that treshold. Their output resembles real world somewhat, enough for game purposes, but not enough to claim they simulate real world.

          Take the arrow trade model, it is not even remotely a simulator. Neither is the city growth model. They are just silly abstracts which do the job. For simulators of sometimes stunning complexity, one would have to go read Clash or GGS forums.

          So, what I want from history is not a simulation. Yes, I want it to inspire abstract models, but if sometimes those models resemble real world in nothing but the name, imagination can do the rest . And when possible (i.e. not a space/future game) I want historical sciences (very important to me), units, tools.. etc.

          Of course, not. Different people have different expectations. Civ3 appeals to a slightly different public from civ2, because the games are different, not because one is inherently better than another.


          I agree. But there are only so many titles out there, and only so many others being worked on. It is impossible for everyone to get a civ game tailored to personal preferences. We have to converge our expectations towards common ground. I am for one quite interested as to what that ground is.

          Comment


          • #6
            Uber

            i'd like to make the social/economic/political/etc system so complex that you could theoretically create a unique society that no one has ever thought up before


            Yes, this would be excellent. I can imagine spending play-time one day just loading old games to see how my civ came out in them, spotting all the little differences. Nowadays, every game with Egyptians looks alike

            Specialization to a new level is something they tried in MOO3, but I was so annoyed with that game I could barely play 300 turns. So I don't really know how it came out.

            Comment


            • #7
              Originally posted by VetLegion
              Yes. My playing style always was warmongering though Civ 3 made me load the game sometimes, to get different combat result, could be problem is with me, or the game.
              I did so too before adapting my strategy. 3 offensive units per expected defensive unit. And of course, everybody must have barracks training.
              "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
              "I never had the need to have a boner." -- Dissident
              "I have never cut off my penis when I was upset over a girl." -- Dis

              Comment


              • #8
                - branching discussion. Threads that discuss these things are usually high volume, they consist of many usually very big posts by many people. Branching threads, ala USENET newsgroups, provide better overview and streamline the discussion. Okay, if the discussion is on Apolyton, this is not feasible, but still, a thougt.



                This is the single most evil suggestion on this list


                Comment


                • #9
                  I think it's perfectly ok to discuss meta-civ issues.


                  Obviously if the issues relate too much to a single game, we would post in the "General / Suggestions" forum of that specific game.

                  This can and should provide food for thought for new patches, mods and even games.

                  Civilization IV is around the corner... always

                  Comment


                  • #10
                    Siro,

                    About branching, yes it would shake the foundations of Apolyton itself . As a Usenet regular, I know this. Newsgroups never develop the kind of community around them forums do.

                    I would not sacrifice Poly to efficiency, no. I do not support whoever it is pushing that all the time in the Community forum. But branching is far superior for handling high volume discussions, so it is worth considering if a project takes off.

                    Obviously if the issues relate too much to a single game, we would post in the "General / Suggestions" forum of that specific game.


                    Agreed. Depends on what did you do. If it is a small fine tuning issue take it there, if you have a radical change or a new model keep it here but at least vaguely 'anchor' it to an existing title. It is that or you have to define entire game around it since as I said I believe models do not function well in vacuum, it is hard to visualise them and even harder to discuss them in a constructive way. Describing an entire game is a gigantic task on the other hand.

                    Ok, a disclaimer is in place. My ideas may begin to sound constraining in a way... well, I neither have a way to enforce them, nor would I want to do so. I am of opinion that some structure and self-discipline may improve discussion. However if creativity would suffer, forget all about it.

                    Civilization IV is around the corner... always


                    Always. We are getting tougher to please, so it better be good

                    Comment


                    • #11
                      Uber,

                      I agree that replayability is very important. That is why, IMO, modding is very important.

                      Customizibility is important in the sense it should allow you to choose different routes to victory. These mustn't be just different victory conditions (science/conquest/diplomacy), but also different approaches to the game from the start (for instance, OCC was possible in civ2).

                      I'd also like to be able to choose paths that weren't used in history, or not successful.
                      Clash of Civilization team member
                      (a civ-like game whose goal is low micromanagement and good AI)
                      web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                      Comment


                      • #12
                        The perfect future-Civ game for me would have to build on all the good points of the other Civ games, and pass over their weaknesses. Many people complained that Civ3 was a step back from SMAC, for example.

                        I'd like the combat system from MoM, with beautiful 3D graphics, and an option to calculate it automatically. In-combat spells would be replaced by "special orders" like telling your legion to form a tortoise. This would be paid for from "command points" gained from generals, barracks etc.

                        I'd like the unit design from SMAC, but with more options and the addition of the categories "equipment" and "skills" with skills increasing as the unit improves in experience.

                        I want heros. Famous generals from history, great philosohers, poets, painters, explores, statesmen. I want to hire Shakespeare and get him to increase the culture produced by each theatre by 2... as long as I keep paying him.

                        I want to bribe leaders to leave my opponents by paying them more.

                        I want city improvements that force me to make a choice : the traditional "guns or butter" of the civ series. How about a super barracks that will give your troops increadable morale boosts, but at the cost of science AND sheilds? Or a modern farming system, doubling food production, but sending everyone to work on the land means that the town is producing NO culture or trade?

                        I want a government choice, an economic model choice, a values choice and a cultural choice. ie. despotic, bartering, envirnmental peacelovers, or democratic, capitalist, scientific traders, or republican, socialist, expansionist perfectionists. The free choices and combinations would make every time different.

                        I want each civ to have a REAL personality. If you meet the Egyptians, and you're running a democracy, then they object, as the think slavery is far superior. If you're fighting a war against the Germans, then the peace-loving Zulus ask you to stop. Each civ should have various advantages and disadvantages, and of course the custom civ option.

                        A civ should have government, social etc choices that it CANNOT choose. The Americans wouldn't be able to choose Monarchy for example.

                        Culture is good. Culture should stay, but you should be able to spend gold to improve culture (funding the arts etc)

                        Resources are good too, but one iron mine supporting a whole empire? Each resource should have a limit... and there should always be an alternative to build that doesn't require the resource. Certain government types would help you... barter for example, or a free trade market.

                        Anything else? Events, both random and scripted. AI that TELLS you when it likes you or hates you and tells you WHY. More choices generaly. The problem with Civ3 is you just research in the same order, and build everything in every city, every game. WIth custom governments, custom units (including unit size) custom armies, custom heros, famous guys, and even custom civs, you won't be bored with this lot. Not to mention the practical impossiblity of building all the building in one city - some won't be available to your civ, some you can't have both at once (i.e. Hippy Commune and Super Barracks or Tabernacle and Space telecope)

                        I'm sure I forgot something...

                        Oh yeah, the basic game should be simple, un-automated, and with all the numbers in small round numbers and easy to see. I don't wasnt "swords have a moderate attack but not so good against horses" I want "swords have a basic attack of 4, but only 3 against mounted units"

                        Got it?

                        -Jam
                        1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                        That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                        Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                        Taht 'ventisular link be woo to clyck.

                        Comment


                        • #13
                          I'd like to see every quality that I outlined in my 4 part column (see sig. Many people think I have written a good piece).
                          "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                          "I never had the need to have a boner." -- Dissident
                          "I have never cut off my penis when I was upset over a girl." -- Dis

                          Comment


                          • #14
                            Originally posted by Spiffor
                            I'd like to see every quality that I outlined in my 4 part column (see sig. Many people think I have written a good piece).
                            and he's modest too!
                            "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                            - Ender, from Ender's Game by Orson Scott Card

                            Comment


                            • #15
                              Originally posted by Uber KruX
                              and he's modest too!

                              I put quite some work into it to reach a good quality. I won't be a false modest and tell "check the atrocious crap to which I link in my sig."
                              "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                              "I never had the need to have a boner." -- Dissident
                              "I have never cut off my penis when I was upset over a girl." -- Dis

                              Comment

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