Axioms
Arcane

- Joined
- Jul 11, 2019
- Messages
- 1,630
You keep saying this. No one is telling you that "your eyes are lying". I'm saying the opposite actually. In fact in this specific post you are literally agreeing with what I was saying but the difference is you think that that is good. Which is a valid opinion. But it is just as subjective as mine.Axioms
Like I said, I play the game and have no issue role playing characters or seeing how the different stats and traits differentiate them, how they interact with the world, and what the narrative of their life is.
There are more than enough events, both quasi random and player controlled, along with other game mechanics to interact with to establish the narrative of your character's life as a ruler.
You can tell me my eyes are lying all you want, it won't change anything. I understand that your own preferences are for a deeper simulation, but your own preferences are not objective fact.
For game design in general, deeper simulations are often very lazy design, even though it might seem like it is the opposite. It is lazy design because it is always easy to say, "well, we'll just make another statistic, attribute, variable to track X and add checks/mechanics for that" when faced with the desire to adjust the design in some way. But down that path lies an unworkable, broken, unbalanced, bug filled, unpredictable behemoth that has a poor ability to even communicate to the player what is happening and why. If players don't understand how X is causing Y, because it is actually A, B, C, D, E, F, G, H, and X causing Y, it doesn't actually create any meaningful gameplay opportunity. Finding ways to adjust the design or add interesting choices without increasing the complexity (or even removing some if possible) is what good design is.
I know that personally from designing RPG systems and other similar board games that I then play with my friends. When I first started out I always tended towards just adding additional stats and mechanics to try to add some kind of gameplay choice. But that tended towards clunky systems where various things got quickly out of hand and behaved in distinctly unrealistic ways. And while designs for computer games are different in that they can handle the mathematical crunch for you, it doesn't change how much work would be needed to get so many systems working well together or the difficulties with communicating what is actually happening with the players. But you also have the added difficulty that you then have to create an AI that is supposed to navigate all those systems and use them effectively. Assuming you want to create a challenging game rather than just an interesting toy, anyway.
Paradox games are already very much towards the complex end of things and already suffer from a lot of those problems. They already derive much of their enjoyment from being toys (deep simulations can be appropriate for toys) to try interesting things in rather than games to overcome challenges in. Adding much more complexity is not a productive move for CK3. Finding ways to add in additional interesting choices while minimizing the increase in the complexity is the way to go.
Additionally you are doing an extremely common and traditional strawman about "complexity". No one is saying raw complexity is good by itself. I absolutely agree that "finding ways to add in additional interesting choices while minimizing the increase in the complexity is the way to go". I want as little excess complexity as possible. That is not the same as what you are saying implying in the rest of your post though.
Additionally I think there is a huge problem in that Paradox games are *absolute dogshit* at efficiently conveying information to the player. So to me "Paradox games already have trouble conveying the detail of the existing simulation" is a vacuous argument because the issue is driven by the shit tier UI and not the simulation detail, which is minimal and shallow.
Adding more information should have a specific thematic goal and it should be conveyed well. Sometimes you want the game to simulate a specific thing and that thing just requires a lot of simulation detail. So the choice isn't add gameplay complexity for no reason or make a simple and elegant design. It is represent the thing you want to represent or don't represent the thing.
You don't care if the game meaningfully represents thematic potential effectively and you prefer to construct an elaborate head canon sandcastle instead of having the game have a robust simulation. And that is fine. People can have preferences. Other people have different preferences which they also want to advocate for. That is also fine.
In any case I think we are done here. I'm actually going to put you on ignore in fact. Because I don't think we have anything meaningful to say to each other. We have different game preferences and that is not going to change.