Well I will admit I default to being massively skeptical, so thanks for pushing back against that T-Hawk. I'm feeling more willing to give it a chance than I was when first seeing the announcement video, that's for sure.
Pre-Release CIV VI Discussion
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I disliked a lot of the new mechanics introduced in Civ 5 expansions, which seemed just a bunch of "get free stuff" features (religion, espionage, archeology). But I feel that I've made a mistake by thinking this is an indication that Civ 6 (with the same designer of the expansions) will be a bad game. Expansions need to come with a lot of shiny stuff to sell, so the designer has its hands tied and needs to do it (archeology is the main example here, I feel), compounding on the problem of already having its hands tied by the overall design on the main game, that can't really change that much.
I'd say the culture victory change in BNW is perhaps the main indicator of how we can expect Civ 6 to be. The culture victory was changed from a passive approach to a way more active one, where you compete against the other civs and need to plan and take specific actions to achieve it (instead of just generating your own civ's culture). Reading about the science boosts from certain actions, the design team is saying the same thing: research was too passive, we want it to be more active. That's a design philosophy I can get behind with, so it makes me more optimistic about the new game. One thing is undeniable, I think: Civ 5 BNW is better than Civ 5 vanilla. If you take a look at BNW/G&K systems by themselves, they seem rather underwhelming; but as a whole, I feel like they work to provide a pleasant experience. (May 13th, 2016, 09:42)T-hawk Wrote: Beyond Earth already moved in this direction, putting satellites early in the tech tree, literally moving some of the units off the map to alleviate the space crunch.So have you explored BE?
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (May 12th, 2016, 16:25)GermanJoey Wrote:(May 12th, 2016, 13:56)The Black Sword Wrote:Quote:And if I'm being honest, all I want in a Civ game is just Civ4.5, This is a very good post GJ. To this I'd like to add that it's simply impossible to make a good strategy game with 1UPT rule. I'm surprised, how some posters here don't understand it. Any strategic choice amounts to finding a balance between concentration and dispersal of resources and the more basic units of resources you have, the more nuanced choice you can make. If you have 100 units, you can split them between 5 spots as 20 - 20 - 20 - 20 - 20 or 30 - 14 - 14 - 14 - 14 or in any other combination. If you have 2 units, you can split them only between 2 spots and only in equal amount. From this aspect 100 units is better than 2 even if equal in strength and cost (also this is the reason why building Death Star was an extraodinary stupid decision by Palpatine, one of the things because of wich I dislike Star Wars). Now, 1upt rule makes necessary to introduce a hard cap on the amount of units which serves to lessen strategic flexibility of players. In wargames this is OK because they are relatively simple games where nuanced strategic decisions are not expected or necessary. In true strategy games, however, nuanced strategic decisions are the core of gameplay, under no circumstances you should anything to hinder them. (May 13th, 2016, 11:20)Gavagai Wrote: In true strategy games, however, nuanced strategic decisions are the core of gameplay, under no circumstances you should anything to hinder them. This is utter bullshit. You obviously can't have a game design guideline that says "more choice is always better" or every game ends up with an infinite amount of choice and is impossible to actually play. More player choice does not make for an inherently more strategic game. Take the game of "pick a number, highest number wins". You have literally infinite options (woohoo) but strategically it's worthless. Compare that to Go, widely agreed to be a highly strategic game, which has 1upt, doesn't allow units to move at all, only lets you do one thing per turn, and has a very small number of moves available each turn. One of these games lets the players make nuanced, flexible choices. The other one lets them make meaningful choices. Quote: To this I'd like to add that it's simply impossible to make a good strategy game with 1UPT rule. But we can think of a civ 4 'stack' as 1 unit in the tile with a set of properties. Aren't 1UPT and and MUPT the same in that sense? You just have different rules about how you can change the 'properties' of that unit. In fact Civ6 seems to be moving a bit in this direction with the introduction of armies(IIRC they used a different word). You can combine ~3 units(I'm sure they have a limit) into one stronger one. It doesn't sound like they'll allow you to split them up again though. It's a fair point though that the emphasis of the game should stay strategical and not tactical. Does anyone have other examples of strategy games using 1UPT? It is mostly tactical games that come to mind for me. The other two issues that come to mind are unit density and unit speed. It sounds like they're addressing unit density but I don't see speed brought up a lot. I know they doubled everyone to 2MP but even that is slow IMO, particularly in any sort of terrain, it really increases traffic jam potential. You can't go much faster without a tactical layer like OH mentioned previously. I assume they're not going with that approach or they would have shown it off. (May 13th, 2016, 10:48)Commodore Wrote: So have you explored BE? http://www.realmsbeyond.net/forums/showt...#pid515476 (May 13th, 2016, 09:42)T-hawk Wrote: I think Ed and Firaxis do very much understand the limitations of 1upt and what has to be done to hammer that into a good fun game. Understanding that 1UPT has problems, for sure. How to hammer it in to a good fun game, probably, up to a point. "Democracy is the worst form of government -- except for all the others that have been tried." A case can easily be made for why 1UPT is the worst basis for a 4X combat engine, but that case can also be made for SoD or anything in between. It's more a matter of taste as this point, as to which set of flaws you hate the most. Like real-world governing, the governing of how armed forces are presented in empire games is messy and flawed affair. The idea of "units" -- large groups of soldiers and their equipment represented as a single thing in the game mechanics -- seems to be the most sound concept, but where do we go from there? Space empire games designed with nodes -- stars, planets, moons, etc -- forego the option of 1UPT because they don't have the T available to spread out the carpet of doom. RTS space games can shed the idea of the T as well by making their Ts so tiny they cease to matter, but then the units can group so tightly together, they play more like a SoD than a CoD, even when they are restricted to one per tile. Unless an army has tactical advantages like defending at Thermopylae or bombing helpless ground units from orbit, battles tend to resolve according to pure numbers. (Them as have the mostest are the winniest.) What is a game designer supposed to do to try to overcome this? The ultimate solution as a player in empire games is to outproduce or outtech the opponent -- or both -- and win the war before ever firing the first shot. The list of design challenges is long -- very, very long. There are more ways to go wrong than you can shake a stick at. There are more ways to go wrong than cliches about going wrong. And that's just scary. The idea of rescaling the map so that hexes represent a smaller area (and the map contains more of them) is probably a good concept to pursue. This would fix the biggest mess in Civ5, which its zealous downscaling of everything -- cities, pop counts, units -- in pursuit of trying to solve the map clutter by having a drastically smaller game scale. However, based on what I see in the few screenshots of Civ6, it does NOT appear to me as if the "more and smaller tiles" approach was tried. A hex (or "tile") appears to be about the same scale as it was in Civ5, which was roughly unchanged from Sid's original scale over a quarter century ago now. That, and I think in an interview Ed said cities remain on the same scale. If true, then 6 faces the exact same cluttering problems as 5 did, and we will just have to wait and see how much the folks inside the building have actually learned from the previous version. - Sirian
Fortune favors the bold.
(May 13th, 2016, 11:49)SevenSpirits Wrote:(May 13th, 2016, 11:20)Gavagai Wrote: it's simply impossible to make a good strategy game with 1UPT ... In true strategy games, however, nuanced strategic decisions are the core of gameplay, under no circumstances you should anything to hinder them. Oooh. Taken to the woodshed on that one. Let me pile on by pointing out that chess is also 1UPT. There's your two longest-lived and most-played strategy games of all time. Sorry, G. Perhaps if you clarify a more narrow scope than is implied by the words "strategy game". Even so, I'll have to side with SevenSpirits. More choice is not always better, even in empire games, aka "4X". Clearly too little is fatal, but there's a sweet spot in there somewhere, and exactly where that lies is more a matter of taste than of science. Now on the other hand, this "pick a number, highest wins" design sounds promising. I think I'll rename myself to NineSpirits and claim my first victory. - NineSpirits
Fortune favors the bold.
(May 13th, 2016, 10:18)BRickAstley Wrote: Well I will admit I default to being massively skeptical, so thanks for pushing back against that T-Hawk. I'm skeptical by nature too. But you guys are going so far off the deep end that I'm more skeptical about the skepticism. (May 13th, 2016, 12:12)Sirian Wrote: Unless an army has tactical advantages like defending at Thermopylae or bombing helpless ground units from orbit, battles tend to resolve according to pure numbers. (Them as have the mostest are the winniest.) What is a game designer supposed to do to try to overcome this? Generate those tactical advantages. That is what 1upt does and why Civ 5 was so eager to adopt the concept. Get battles running on tactical maneuvers rather than on having the mostest. Get a battle system that hinges on getting your cavalry through to kill off the archery units rather than on having brought more cavalry. Firaxis has actually done this already: the land battles of Sid Meier's Pirates. 1upt is really a sneaky way of introducing diminishing returns to work against the "mostest" principle. Your fourth soldier is less valuable than your first three because he gets less opportunity to reach the front line and fight. Problem is, players internalize this as "traffic jam" and feel cheated out of their chance to use that fourth unit. This tension isn't easy to resolve, but I'm willing to give Ed a chance rather than already proclaiming it can't be done. Sirian Wrote:Let me pile on by pointing out that chess is also 1UPT. There's your two longest-lived and most-played strategy games of all time. Good points, but just to throw in a counterexample: Backgammon, which is also that same level of historical classic and does not function as 1UPT. In fact, establishing 2UPT is the entire principle of its tactics. Ed's idea of stacking equipment with units actually sounds not all that far off from the 2UPT principle of Backgammon. |