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murielwasser
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This is very theoretical, I suppose, but it's a serious question and I think the attendant ambiguity - as things stand - fuels a lot of the disagreements on how things "should" work absent gameplay concerns: in the Civilization series, is the player supposed to be the government of a state or the volkgeist of a nation?
Let's ignore the leaderheads for a moment here - take them as a cute aside and useful metonymy - because they're not meant to be coherent under either model.
Both are assumed at various points in the game. The ability to declare a revolution followed by a new governmental system assumes the national model. The senate assumes a governmental model. Suggestions about public (which the player can control) and private (which the player cannot) production queues - as well as suggested models of capitalist vs. socialist economics where one of the drawbacks of capitalism is less control over just what is produced - assume a governmental model as well. (If the volkgeist model held, then the player should be able to say what the market "decides" to produce just as surely as she says what the government ministers "decide" to do.)
Would there be value - whether in mods or sequels - in establishing a coherency on this matter of roleplay, or is it simply best kept thought of as ambigious? How did you always think of it in the back of your head?
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Elok
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Land of Ramen Dragons
Mar 2003 time: 00:24
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Ambiguity is necessary for control of all the features, much as you mentioned. If it were a question of realism, just being able to decide what to research isn't right; no society ever got together and said, "okay, people, wouldn't it be cool if we could develop a form of internal combustion? So let's coordinate. All you university geeks, get cracking, and God help you if I catch you working on that anthropology crap instead."
IRL, scientific discovery was often accidental, fortuitous, marginalized, or simply the result of natural pressure acting as an evolutionary force on ideas. But it would suck if people had to wait for Isaac Newton to be born before they could invent calculus, or otherwise model it "realistically," so we're given a degree of control over societal change that nobody ever had in reality. At the same time, we're allowed to control fine details like a physical emperor or president might. Giving up either aspect would turn the game into either something like Populous, or something like Warcraft.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:24
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you ARE the Spirit of the nation, which is why you can change govts, and that Spirit is expressed at any given historical moment through the executive arm of the state, which is why when its NOT a moment of revolution, you deal with Senate, private sector, etc at arms length. Sort of a right hegelian POV, I think.
where youre tripped up is the confusion of the revolutionary moment with the normal moment. At certain limited moments, the state, having previously expressed the spirit of history, and the nation, enters a period of contradiction, which can only be resolved by revolution, by the welling of historical forces up through the people, and the various classes in society, to remold the state in a way better suited for the new historical time. The revolution over, the state now again takes the lead role, and advances the national destiny, and the people return their private, and hence unprogressive life - and so naturally their private decisions, and even the decisions of the legislative branch of the state, which exists to advance private interest, leave the players control.
There, is that a sufficiently high theory approach that justifies the existing game dynamic?
Last edited by lord of the mark on 12-03-2005 at 01:34
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Max Sinister
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Seems so :-)
And if the player decides to change government every few turns, does that mean the spirit of the nation is confused? (Guess so...)
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