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Warm Beer
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The Evergreen State
Jul 1999 time: 21:15
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Well, although I agree with you that the Civ3 looks like fun, I have to disagree with your premise that Realism=Unfun. As a matter of fact, I would be willting to bet that, if implemented correctly, realism adds depth and complexity, which would in turn add to fun.
I understand the the Civ series was never intended to be a 100% realistic empire building simulator (heck, even the most realistic simulatons aren't 100%), therefore, Civ3 (or even 4) would not be the best place to impliment a slew of realism enhancements. I say this because it would detract from the spirt and intent of civ, not because realism would kill all the fun.
So agree and dissagree with you.
...and no, i don't play tabletop wargames with hand painted miniatures. 
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quote: Originally posted by Snapcase
stone-dead-boring with hand-painted little scale models. Get a life. |
I have/did/and once in a while still build models. They are fun. I'm consider to be a craftman by the Golden Gate chapter of the IPMS.
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Brent
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Fun is indeed more important than realism. Yet realism can be a good way to provide fun. I don't know if you count them as wargames, but I count Risk and Axis And Allies as fun. I imagine some wargames are no fun, but let us decide what's fun for ourselves. If you're talking about graphics, I think gameplay is way more fun than graphics. A game like civ only focused on realism would be fun, but I suppose that would be a different game. By saying I want realism I'm not saying I want my game to match the real historical turn of events. That would not be fun. So I guess I don't want absolute 100% realism. I don't understand why one form of entertainment means no life while another doesn't.
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by Trifna
Realism isn't an opposit of fun... |
It can be - also in 3D-shooters. For example: in most 3D-games you pick up new ammo & weapons simply by walking over them, or standing near and using some generic action-command. The actual physical/visible pick-up move is an understatement - replaced by a confirmation-sound instead.
In a 3D-action game called "Trespasser" (about dinousaur-hunt - may it rest in peace) the player was forced to physically navigate an arm sticking out from a first-person perspective - and, with help of commands, grabbing, lifting, reloading & aiming guns/rifles physically against any enemy-dino.
This "added realism" actually worked directly contra-productive. Instead of the player getting absorbed by the game-action, he was constantly reminded that it WAS a game - a game with huge gameplay-problems. Needless to say, the game got bad review-scores and very bad sellings.
quote: In Civ III, I want realism |
Civilization isnt "Europa Universalis". A recognized swedish professional historian commented on EU in a newspaper game-review, that compared with Civilization, EU was historically more accurate by a factor of 10 to 1. Civ is comparibly much more a cheerful "what if?" style of strategy-game, with historical clothes attached to it. Thats about it - and its great according to me.
The closest you can come historical accuracy in Civ-3 is by asking for more powerful and easy-to-use control & edit-possibilities in the SCENARIO-TOOLS instead.
Last edited by Ralf on 12-08-2001 at 01:07
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Trifna
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of anchovies
Jul 2001 time: 13:15
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quote: In a 3D-action game called "Trespasser" (about dinousaur-hunt - may it rest in peace) the player was forced to physically navigate an arm sticking out from a first-person perspective - and, with help of commands, grabbing, lifting, reloading & aiming guns/rifles physically against any enemy-dino. |
This isn't a realism problem. It's a gameplay problem. Only one command should have done it, or it should have been done automatically by your character. In such type of case, it needs to be globalized in a more general system, permitting to the player to not having to to worry about it, even if it will be there.
For Europa Universalis, I sadly am restrained to comment since I never played that game nor saw someone play it. Maybe that it's the same case than what I just mentioned? Or maybe that Europa is more precise, thus easier to make something realist because of its precision. But I don't know Europa really to know what it's all about...
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Trifna
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of anchovies
Jul 2001 time: 13:15
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I would first want to define realism a little more on a point: doing more micromanagement isn't more realistic. As same as doing every single detail. As long as they are englobed in a more general structure, we can say they are there realistically without ever bother about them.
Lou, you effectively got a strong point. Immersion is making a great part of the fun factor. There is also annother factor which is a reality for games that are somewhat based on the way reality works: its link to reality. Why? Because we like beeing able to connect things to reality in some cases. And it makes it even more immersive, beeing able to think that we ARE in reality. What is more immersive than the reality itself?
About Picasso with his way of thinking now. It is right that a picture can represent no less a woman than a painting from Picasso. But it thosen't intend to the same goal then. The difference is the degree of metaphor. Picasso's paintings were alot metaphoric, implicit, away from a clone of reality. But Picasso wasn't adding things to reality, he was amplifying some things, decreasing some other, making links with other things. And if he wasn't representing less reality, his world was lesser close to reality.
A world need some coherence to have the possibility of an existence, even in imagination. You can create a world where lines aren't lines, but you need for this to establish a rule that says it is the case, and preferably in many cases a reason for it. For Frank Herbert's Dune (science fiction), all the parts of his world are pretty adapted between themselves to make a good global world. No disemblance, no disfunctionality, the pieces are going perfectly within each other, within the coherent rules of his world. Like Myst-Riven where the world is also pretty coherent, all piece going with no contradiction on the ideas we have about the rules ruling this world. Why can they be fantastic worlds, a long way from reality? Because their building isn't based on the same reality. They instaured a new "rule" that is "We are in the future and it changed to this" or "We are in a world unknown from our world". In the case of Civ III, it kinda says "We are a civilisation on Earth, as all the civs that we heard about in history". We then have a new factor, which is that it is connected to our reality, which already has some basic rules. So, if we want to stay coherent within this model, we should say "All starting civs already have differences that changes from each other, whattever what should arrive in History". Up to you to see if it is or not coherent with the model.
Thus, if you put unrealistic things, it's that you're puting you out of your model. Like thinking in your head "I am in a game, playing with playors". Like in lots of other games that aren't based on immersion in annother world as much. Like some based where the fun may be competition against cpu or players.
I guess Sid's team got the great idea of puting customizable rules. Now, it's easier for everyone to get what he exactly wants 
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