In my quick glance, I didn't see this here yet. Civfanatics mentioned an article from a cultural anthropologist in which one of the quote is "I was concerned that the practical necessities of game design would win out over an earnest effort at representing the depth, complexity and heterogeneity inherent to the word culture. "
I'm sorry I didn't have to time to read the context, but my first reaction was that cultural depth, complexity and heterogeneity would be a game just by itself, esp. in the context of the global scale. If you are wanting to design a civ-like game that has this level of cultural depth, than you better not include combat or terrain improvements otherwise the gamer would be bogged down in having to do way too many things each and every turn. I believe this is one more example of wanting to make the trees more complex but forgetting about the forest. Just some an initial reaction.
I'm sorry I didn't have to time to read the context, but my first reaction was that cultural depth, complexity and heterogeneity would be a game just by itself, esp. in the context of the global scale. If you are wanting to design a civ-like game that has this level of cultural depth, than you better not include combat or terrain improvements otherwise the gamer would be bogged down in having to do way too many things each and every turn. I believe this is one more example of wanting to make the trees more complex but forgetting about the forest. Just some an initial reaction.
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