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VetLegion
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I'd add - don't confuse simplicity and clarity/transparency.
We can call it "the MoO III observation".
Models can be pretty complex as long as all the variables and their relationships that compose them are obvious to the player.
Causality has to be absolutely clear.
If I remove one worker from the fields, I lose two food and get two luxuries.
If I build a temple I make two people content.
If I have more unhappy people than happy they riot.
And so on. Most Sid prefixed Civilization titles so far have been doing this rather well, unlike MoO III and some other games in the genre.
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VetLegion
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Soren, while (I think) an excellent choice for the designer of Civ IV, isn't really a guarantee for its complexity.
It is he who removed much of it to help AI.
So this announcement of Civics and Religion sounds more like "more simple concepts" instead of "concepts more complex" to me.
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VetLegion
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I've been comparing games in the genre ... it may sound surprising at first but the "concept space" of the entire genre is not all that big.
Sucessfull new concepts are what, one per game?
It's quite a challenge to come up with something really unique, so refinement (read: complicating) of old concepts comes quite natural, and is quite common.
In my opinion, the latest really great addition to the genre is "Strategic Resources" concept, and it is implemented excellently in both Civ III and GalCiv.
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Lord_Davinator
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Kathmandu
Nov 2000 time: 11:06
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and if we people who spend so much time poring over forms to get a whiff of civ4 can resist not buying it the moment it comes out... activision suckered me into ctp...
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Vince278
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MOO3 had good marketing before release. Guess they had to choose between making a good game and making money.
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Enigma_Nova
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quote: Originally posted by Solver
SMAC was the most complex Civ-game, |
You have got to be kidding me.
That easily memorable, linear game was complex?
...
no comment
Well, if they're not interested in complexity, what are they going to cram into this TBS? filler?
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