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lockstep
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Vienna, Austria
Aug 2001 time: 06:15
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For me, a very interesting text passage was Sid Meier talking about transparent game mechanics:
When we went to the turn-based idea of the game, we had this sense of what I call 'discreetness'. Everything is clear. Everything is done by integers. You move three squares. You need ten food to increase your population. There was a feeling of really being hands-on and we wanted to carry that through with the icons. ... The idea of a game about civilization is kind of scary, because it could easily get out of control and be totally unplayable, unmanageable, and gigantic. So we wanted to reassure people right at the beginning that these are concepts that were clear and we don't have some magical model churning away in the background, dividing a bunch of floating point numbers that would tell you at some point, "Congratulations! You've won or you've lost!" The icons reinforce that this isn't a complicated game.
This is exactly the reason why I canīt get myself to play a game like CtP2, modded or not. If I canīt even comprehend why my first city just grew from size 1 to size 2, growing an empire becomes pointless.
(Sorry if this is off-topic )
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