(October 5th, 2013, 18:01)suttree Wrote: It also goes to the heart of why RB culture is the way it is: "good" play means "playing civ" well. Clever micro, solid buildering, and tactics rooted in a deep understanding of the game design. Perhaps inherited from the tradition of succession games and adventures. Its true that the game design makes aggression predictable (graphs) and easy to counter (whips/drafts) but that doesn't fully explain the meta.
The design is equally compatible with a culture that values aggression and constant war. A pitboss where all the players value aggression and believe they are going to be rushed, and so a pitboss where all the players build early military and constantly harass their neighbours is also an equilibrium. Individual players who try to try to break the meta by building in peace are either crushed or forced to comply with the meta by their more aggressive neighbours. You might further reinforce the meta by labeling the peaceful players as "wimpy" and "stupid" - the expert players in the community know that early aggression is the only way to go! They spend all their time in the forum talking about ways to psych out opponents and all sorts of tactical tricks and traps for warfare and diplomacy.
Its only when you get a group of players who agree that war is stupid that the meta begins to shift to the current equilibrium. If you have enough players with this belief, some of them still get rushed, but one player, somewhere, is left to build in peace for long enough to secure an economic advantage and win the game. Everyone forgets about the other losing teams, remembers the winning team, and adjusts their behaviour accordingly. The shift is reinforced by a value system that rewards peaceful play (that micro was awesome!) and a shift in culture - now everybody is talking about efficient worker movement and optimized city development. They keep elaborate threads that document their economic development and share interesting tidbits about game mechanics. The game hasn't changed but the way players play it has.
That is not true: crazy aggression is not an equilibrium because we are talking about an FFA game of attrition where the defender has an advantage. If the meta is currently to build X amount of military and harass people, then building X military and keeping it all at home for defense trumps it. Building X-1 military and defending is even better. Over time, X keeps getting smaller until it reaches the effective minimum of military that you want to build for some given settings.
Because of demos and power graphs, this isn't even a simultaneous selection game theory matrix where building X+5 military every now and then trumps the normal strategy because you get to conquer someone. People can see your high military before you get to use it, and adjust their X-1 strategy accordingly. It's true, there are rare situations where a player might be able to ascertain an opponent's gambled temporary vulnerability and get a small advantage from it - and that does happen in RB games. But this is not nearly on the scale of an aggressive metagame.
Why is micro/strategic skill (as opposed to diplo skill) so often thought of as synonymous with skill nowadays? Well first of all I am not totally on board with that claim: we do place value on diplo skill, and if there's been less emphasis on that recently, I'm sure that's in large part because we've been playing games where diplo isn't allowed at all! But to the extent that it is true, I hypothesize that it's because we play with maps that are fairly balanced and therefore a good arena for showcasing micro skill -you can see it against an objective measuring stick as well as compare it directly to the other players! But our player pools for games are often incredibly imbalanced, and players' very bad decisions influence the game more than we like to admit. It's hard to discern whether a given diplomatic/positional coup was more due to one player's genius or another player's derpiness.