Sid Meier's Rules
designer-notes.com
designer-notes.com
When I play it now, as a grownup, I don’t have any trouble swapping between the action parts and the big picture parts.
We have an overload of advice from a small number of experienced game developers who have been saying lots of really obvious things for years. The consumer should have fun and not the designer or programmer. Duh!
It seemed like Sid wanted to focus on the experience of building a civilization from the ground up. But because of the fact that the game got watered down technically, early stages did not drastically alter future gameplay.
then, some other people came in to help get the game produced and completed, there was an internal power struggle, and instead it got hijacked, re-done, cartoonified and scaled back in the name of making it marketable and to finish it on time.
iirc, that is.
There are a number of problems with this gameplay dynamic, however. The big one is that with a complex simulation you have little control over the performance maximas and minimas. What if, for example, the simulator decides butterfly wings are a universal detriment? At that point, you might as well remove them from the game, since no one is going to use them. What if the simulator decides that there is a "best" creature design, and that it is a three-mandibled octopod? That will become the design that most players use.
You really don't want a "best" creature. What you want, ideally, is a rock-paper-scissors stalemate, so that players try out multiple designs, each of which has advantages and disadvantages. This is hard to engineer with a simulator. So, instead of using the simulator directly, they built a separate creature interaction model that they had more control over.
I think this was the right decision and that choosing the alternative would not have significantly improved the game.
http://sporedum.net/2008/11/05/will-wright-on-science-vs-cut...
They are both amazing designers but, alas, are not the same person.