I apologize if this should be in the Civ 4 thread but this is really a more philosophical thread than anything specific for Civ 4.
First off, I know that it is IMPOSSIBLE to make a game truly "realistic". Nevertheless, I would like for a game like Civ to move towards being a somewhat more accurate and reasonable "historic" simulator than what we have so far. Perhaps others disagree but I don't really care about victory or score as much as I want to experience reasonably accurate "world history" within the confines of a game but on a random world.
Now let me say that in playing Civ I, II and III, especially between II and III, the developers have made great progress towards giving the game greater historic feel. Concepts of culture, border, nationality, differing sea types, resources, complex diplomacy, etc all have made the game far more "realistic" without adding undue complexity and micro-management. Civ III still is not as realistic as it could be but compared to Civ I, it is certainly orders of magnitude more historically "realistic" IMHO.
One of the things that I like about EU is that they have tried very hard to make the game as "realistic" as possible from a "making sense" and "historic" realism point of view. However, it lakes some of the fun of Civ because it basically plays like a complex version of RISK and isn't really geared towards starting from scratch which is where most of the fun of Civ comes from.
I do believe though that it is possible to make a game as fun as Civ 4 and spanning all the way from 5000BC to 2050AD but with the "realistic" feel. I think that the approach to developing Civ 4 should be to think in terms of even greater historic realism and to approach it from that angle. The point is to ask what can be achieved in Civ that simply is impossible to achieve historically. And if so, how can the game be designed via tweaks, rules or new concepts (such as introduction of nationality, etc in Civ 3 or stacked combat a-la CTP) to prevent impossible achievements from easily occuring? And can concepts such as the currently simple culture-flipping be refined to be more realistic? The answer is YES if the game is designed from that point of view.
First off, I know that it is IMPOSSIBLE to make a game truly "realistic". Nevertheless, I would like for a game like Civ to move towards being a somewhat more accurate and reasonable "historic" simulator than what we have so far. Perhaps others disagree but I don't really care about victory or score as much as I want to experience reasonably accurate "world history" within the confines of a game but on a random world.
Now let me say that in playing Civ I, II and III, especially between II and III, the developers have made great progress towards giving the game greater historic feel. Concepts of culture, border, nationality, differing sea types, resources, complex diplomacy, etc all have made the game far more "realistic" without adding undue complexity and micro-management. Civ III still is not as realistic as it could be but compared to Civ I, it is certainly orders of magnitude more historically "realistic" IMHO.
One of the things that I like about EU is that they have tried very hard to make the game as "realistic" as possible from a "making sense" and "historic" realism point of view. However, it lakes some of the fun of Civ because it basically plays like a complex version of RISK and isn't really geared towards starting from scratch which is where most of the fun of Civ comes from.
I do believe though that it is possible to make a game as fun as Civ 4 and spanning all the way from 5000BC to 2050AD but with the "realistic" feel. I think that the approach to developing Civ 4 should be to think in terms of even greater historic realism and to approach it from that angle. The point is to ask what can be achieved in Civ that simply is impossible to achieve historically. And if so, how can the game be designed via tweaks, rules or new concepts (such as introduction of nationality, etc in Civ 3 or stacked combat a-la CTP) to prevent impossible achievements from easily occuring? And can concepts such as the currently simple culture-flipping be refined to be more realistic? The answer is YES if the game is designed from that point of view.
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