Should Winning Always Be the Goal?

In just about every strategy game I know of, the goal is to win. I guess, this seems like an obvious goal, but certainly isn't a realistic one. I don't expect that any country on Earth will "win" any time soon. Of course, a game has to end some time and it's nice to be the winner. Gameplay in GCII is focused on an overall victory by one civilization. The AI seems to specifically not take a "Let's all get together and stop Napoleon" mindset of status-quo. But it will take a "Let's all carve up Africa" stance.

Anyway, almost all games that I've played, I've played to win. The only exception is The Sims 2. Many people play The Sims to win. They are often annoyed by how easy this is and quit playing. However, many people, like me, keep going back to the Sims because it's fun to just play and "see what happens". It's the only game I play where I'm happy for my characters to have bad things happen to them. Even if I'm playing with a goal in mind (play w/out pausing, 2 broke parents, 6 babies, see if they can survive!), I never feel any interest in saving and restarting. Hmm, depression set in, all the kids were taken away by social services. That was fun.

So, it seems that a strategy game built more around "story telling" or "history writing" could be really interesting. I know, based on reading AARs, that many players would really enjoy this. A large part of this would involve adding a lot of randomness to a game, but that's what real life is like. For example, in most strategy games YOU are the leader. You make all the decisions, and, as long as you're not an idiot, you make good decisions. The world would be a very different place if the leader of each country was always intelligent and sane. The Tatars are a good example of this. Under Genghis and Kublai Kahn they created a vast empire. That empire was destroyed in under just 30 or so years of their successors. I have seen some games, like Rome: Total War, that have successions and you can get stuck with a bad leader, but that only had minor effects. I think if you get a Nero as Ceaser things should go much, much worse for you. Instead of the player being an omnipotent controlling force, they would be more of a "guiding hand". You would help your civilization (a lot), but not BE your civilization. Maybe, in a weird way, like training your creature in Black and White. Having the player "detached" from their civilization can allow a "Well, I tried to stop that war from happening, but they just wouldn't listen. Oh well, let's start picking up the pieces..."

One other important thing for something like this is that Civlizations would have to be hard to get rid of. It's important that a civilization can have a great rise, fall, and then perhaps rise again. Civilizations don't get snuffed out very often in real life. Many countries on earth (Israel, Poland, Mongolia, Greece/Macedonia) have had very, umm, elastic histories. The ability to keep playing after early losses could also be really fun for new players. It's no fun getting completely crushed out of existance. For experienced players the goal would be something like creating the biggest empire possible and keeping it together for as long as possible.

From reading the forums I know there are some really dedicated strategy fans here. I'm not saying GCII should be steered in this direction (thus Off-Topic). Just wondering what some of you think of this kind of thing.

sfc
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Reply #1 Top
What I think is that you should try Europa Universalis (II and after a few patches III). It has most of what you mention (like leaders with certain (dis-)abilities (which do have a quite big effect), no real goal, states usually stay in existance for long since annexation is penalized and difficult to pull off etc...).
Reply #2 Top
Yeah, EU2's great for that kind of thing. Skip EU3, though, since they've eliminated the story telling/event/historical flavor element of the game for some reason.
Reply #3 Top
I agree very much with your idea. I often play "to see what happens" myself.
Reply #4 Top
However, many people, like me, keep going back to the Sims because it's fun to just play and "see what happens". It's the only game I play where I'm happy for my characters to have bad things happen to them. Even if I'm playing with a goal in mind (play w/out pausing, 2 broke parents, 6 babies, see if they can survive!), I never feel any interest in saving and restarting. Hmm, depression set in, all the kids were taken away by social services. That was fun.


LOL! Your a terrible parent!   Just kidding...or was I?

Anywho, I've been thinking the same thing about galciv2 politics. It's just not real. If you conquer a race you should conquer their army! I when the US invaded Iraq, they didn't slaughter everyone in their path!(Don't turn this into a political post) When you conquer a civ, the race should remain the same, with mixed in population. There should also be "sacred grounds". It would be something like this: You conquer the Torians. You start building factories and junkyards on their homeland heritage.That wont bode well...A race should also have culture. The Drengin would be barbarians and the Altarians would be rome. Governors don't lift a finger now. You should have a check list. Sya to the diplomats: I want this this and this done. He would do those things in order over time.
Reply #5 Top
It sounds to me almost like eyou are describing a bigger, better, more massive version of Majesty.

Majesty was an RTS game where all you did was designate which buildings to build and which unit to recruit, after that what they did was up to them! you could offer bounties to slay certain monsters or explore certain areas of the map, but it was quite fun. Unfortunately the AI was not that great, and the missions got old quickly after you beat them. There was going to be a Majesty II, but it got canned when the company went under.

boy it would be amazing if Stardock could acquire the rights to it and put together a Majesty II (or even just a spiritual successor) I would love something in the same style, it was one of my favorite games.
Reply #6 Top

It sounds to me almost like eyou are describing a bigger, better, more massive version of Majesty.


You won't get my gold!

Reply #7 Top
this gets at something like a game concept i'd thought about. a massive game.

you'd only play as a single person. maybe you could work your way up to being a national leader or general. but you might also be a figher pilot, a merchent, whatever. if you wanted to play on 'god mode' and control or inhabit any number of people, that'd be an option. but the real joy of the game would be working on a character to achieve certain goals. you'd set up goals for yourself duirng the setup phase. do you want to be a military commander? a diplomat? a commando? all would be possible. you'd have to work with or around other AI personalities, those in enemy civilizations and your own (and not all of your compatriots would necessarily be on your side).

but development of the game i'm thinking of would be insane, if even possible at all. it'd be more like several drastically different types of game, incorporated into a single system. but it would be cool.
Reply #8 Top


When you conquer a civ, the race should remain the same, with mixed in population.


Age of Wonders works a bit like that. When you take over a city, the native race remains and they can revolt if you don't leave troops there to keep them down. You can build that race's units or migrate your own race (or a friendly race if I recall correctly).
Reply #9 Top
It sounds an awful lot like what Master of Orion 3 was aiming for. The problem is that the more complex you make something, the easier it is for that something to go completely off the rails. Don't get me wrong: I want to play the game you're describing! But I don't know if anyone can really pull it off...
Reply #10 Top
It sounds an awful lot like what Master of Orion 3 was aiming for. The problem is that the more complex you make something, the easier it is for that something to go completely off the rails. Don't get me wrong: I want to play the game you're describing! But I don't know if anyone can really pull it off...


If stardock did....Galciv would be the ultimate Sci-fi game franchise. Be a whatever you want in the galciv universe. Be a very important figure or some bum on the decision you make. Interact with peoples view on the galaxy and experience the alien cultures. From barbarous drengin to civilized Altarians. Be whatever you want to be.
Reply #11 Top


When you conquer a civ, the race should remain the same, with mixed in population.


Age of Wonders works a bit like that. When you take over a city, the native race remains and they can revolt if you don't leave troops there to keep them down. You can build that race's units or migrate your own race (or a friendly race if I recall correctly).


Actually, if you're the korath, you should be able to wipe them out. Or if your like the Drengin, actually have them as slaves and influence your production and risk of revolt. Or you could be like the nazis and slowly exterminate that race in question...

I think races should have a social rank if it were like this. Like if you were the Drengin or nazis, that race would be treated no better than dogs and make them angry or afraid depending on the race. If you were a Drengin warlord, you would have a high status and be feared for it. If your a Human diplomat, you should be renowned as sly and cunning.This would make civil war more probable than a mega event. If a warlord thinks your a dumb leader, and is finally *issed off at you, he would rally his ships and planets and secede from you and possibly declare war on you like the warlord he is. This could also work with creating war machines, kind of like the Iconians and the Yor. The Yor got self-awarness and said:"Hey why are we working for these meatbags?" And thats how it all started...Kind of like Skynet. So you see, any tech you research has a major influence on your pathway to victory...or defeat!

Speaking of warlords, if the game had generals, each warlord/officer would have a fleet. The size of that fleet would depend on the sucess of his career. I also think that fleets should surrender. If a tiny 3 fighter fleet is confronted by about 5 capital ships...well what would you do in that situation? Me, like the coward I am, would surrender and hope they don't blow me to Hades. Ofcourse, you could always run away and hope the tractor beams don't catch you!   
Reply #12 Top
There are a few things wrong with the game-system:
The AI has some problems with it's concept. The AI should try to actively win or at least actively attempt to not lose. That means, if I gobble up half the galaxy the AIs should get the idea that I'm going to crush them and should better start a defensive alliance against me soon. Just read about history, that defensive-alliance thing happened quite a lot.
Another concept completely lacking is demography. That's because to conquer a planet you have to go and kill every freakin life-form on it. That's not very accurate. If the Drengin conquer a planet of Altarians there should be a noticeable group of altrian survivers, who are now under the Drengins supression. This would eventually cause me not to want to destroy the altarian empire completely. What I want is snatch a few planets, then make peace and let all those supressed altarians go into their now smaller empire. If I conquered all of Altaria the surviving altarians would get unhappy, revolt, and I'd have a lot of problems. People don't like having their national identity taken away.

The ideal game would be about unbeatable due to the concepts above. As soon as you grow the resistance grows exponentially and you are fought back with united forces. You get small again, people don't hate you anymore, repeat. Each attempt you can perhaps come a little bit closer to world domination, but it should take quite a genius to really conquer the galaxy. You'd basically play one single campaign over months.
Reply #13 Top
For me, the goal in galciv is not to 'win'. Infact i have not actually 'won' any games as yet... ergo i have no medals!

The goal for me in Galciv is all to do with the ships. developing ships and using ships. Once the enemy becomes too weak i get bored and start again.
Reply #14 Top
Thanks for all the responses.

Europa Universalis: I knew that it would get a quick mention. I actually have EUII but had a hard time getting into it. For some reason real time, even if it can be set to a crawl, has never worked for me. I need to take a second look at it.

Sims: Are you saying leaving 6 babies laying on the front lawn, surrounded by rancid milk, so dirty that wavy green lines are coming off them, so the the father can get 1 night's rest to make it to work 1 time to stop them from starving is being a bad parent? I felt I had accomplished something by only having them taken away by a social worker, and not the Grim Reaper.

dystopic: I think you're describing the holy-grail of war games there. It's an FPS, it's a flight/sub/tank similutor, it's a RTS. It'll take forever for something (good) like that to come out, but it will eventually. Just look at the wide range of gaming styles that is going to be in Spores. I have oftent thought that a history similator based on "great leaders" (ubermanche), perhaps doled out like cards in a collectible card game would be interesting.

Complexity: I'd have to add that a lack of player complexity is part of my idea. I actually like the idea of the player (and AI) having a relatively small number of things they can do on any particular turn. The game engine would have to do a lot of work though. Of course, I can't even clearly explain my idea, and I know based on writing this stuff down before, that things get much, much more complex when you start looking at the details.

Elasticity: Ya, my idea involves civilization having ups and downs. That's my biggest problem with most TBSs. I only ever go up, with speed bumps, or go crashing down. The effect of this situation is that it's hard for a player to swallow a loss. I think most players put most of their forces into the important battles, unlike the dumb AI. Therefore, after losing a major battle (or two) you know the AI(s) are just going to crush you from there on out so you give up, or reload. Even if you withstand the onslaught it's hard to imagine you will ever "catch up", so what's the point of trying? With a more elastic gameplay style you instead go into "damage control", and then start working out how to rebuild your empire. This does result in the problem of figuring out when to stop playing. Having an arbitrary stopping point really isn't great, but I'm not sure what else could work.

mystikmind: I agree with that! I hate "mopping up" the enemy. I can't understand people who have like 10+ military victories. In my last game, to avoid spending hours destroying the final 5 civs, I switched over to tech and just clicked "turn" like 30 times to get a win on the metaverse. I'm not messing with that again. Especially since I know the AIs won't gang up on a Civ that is obviously poised to crush them all one at a time.

Something else: This may be a completely different idea, but I'd like a game that could similuate the Punic Wars. No game comes close to what happened there. First, the Roman empire gets involved in a Naval War (1st Punic War), even though it has NO navy and is facing a civilization (Carthaginians) with a long naval history. The Romans (supposedly) found a basic Carthaginian trireme, and built their navy based on that, except they made it better by adding a boarding device. This leads to the Romans inexplicably winning the war. In Part II, Hannibal marches into Italy and destroys basically the entire Roman army three times in a row! He then wandres around Italy not able to finish the job, and has to give up after the Romans finally win against his brother Hasdrubal. BTW, if you've ever read about Carthage, everybody is named either Hannibal or Hasdrubal. There's one other name I can't remember. Is there a game that models that craziness?? Part III of the war is more straight forward and game-like.
Reply #15 Top
I sometimes turn off all the victory conditions I can and generally just play the game as if it was a sandbox.
Reply #16 Top


Elasticity: Ya, my idea involves civilization having ups and downs. That's my biggest problem with most TBSs. I only ever go up, with speed bumps, or go crashing down. The effect of this situation is that it's hard for a player to swallow a loss. I think most players put most of their forces into the important battles, unlike the dumb AI. Therefore, after losing a major battle (or two) you know the AI(s) are just going to crush you from there on out so you give up, or reload. Even if you withstand the onslaught it's hard to imagine you will ever "catch up", so what's the point of trying? With a more elastic gameplay style you instead go into "damage control", and then start working out how to rebuild your empire. This does result in the problem of figuring out when to stop playing. Having an arbitrary stopping point really isn't great, but I'm not sure what else could work.


You must be too good for your difficulty level.

I have ups and downs in GalCiv. In the game I finished this morning I just barely squeaked out a Tech victory. I was never #1 in quarterly reports, usually #3 or lower. Due to my reliance on trade, my economy saw some rough times due to wars I had nothing to do with. The Korx were running away with tech but had been neutral with me for ages. I finally kicked research into gear, they noticed and were pissed. I kept them down with spies but was outclassed militarily.

I was researching Tech Victory when my economy went totally south. No production, no research, in the hole -800... Next turn, -200, one more week towards a win, next turn -600 stagnant again. I tweaked spending and sold whatever I could to stay afloat. This went on for a little while while the Korx were slowly taking my planets. I didn't think I would win but finally pulled through!

This was on Tough. I play semi-ironman with quicksave as my only save and I hit ctrl-s every few turns. I didn't reload on this game. Sometimes it is hard to imagine you will ever catch up, but it is possible.

Reply #17 Top
Europa Universalis: I have the first one. Is EUII significantly better than I? If I want to try and get into EU should I go ahead and play the copy I own already, or buy EUII (or III)?

CPW: That sounded like a pretty good game. I'd still describe that as moving up with speed bumps though. Things may have gotten tough, and you pulled out a close victory. I guess it is sometimes worth perservering, but once you're far enough behind it quickly becomes pointless to try. It is possible, I suppose, to actually have an up and down game, if, for some reason, you took heavy losses and suddenly the AIs left you alone and fought major costly wars amongst themselves. I guess one problem is that, as far as I can tell, the game's concept of "influence" never gets strong enough to stop an invasion. If your "core planets" had so much influence they essentially couldn't be invaded that might be interesting. As it is, even if you have super influence it won't stop a military from at least wiping out your population.
Reply #18 Top
You know what a good example of multiple cultures under one empire would be? The Covenant from halo. I think someone said that in civ you could build the units of your conquered enemy. That would be something reminiscent to the Covenant that would add a unique flavor to eeach race instead of blatant genocide.
Reply #19 Top
Europa Universalis sounds like a fantastic game. Is II really the best? III sounds very intriguing, and probably easier to get a hold of.
Reply #20 Top
3's got none of the historical flavor of 2, it's basically an ugly Civ clone.