I've had a lot of fun playing Outlanders[0] on Apple Arcade. It's similar to what's described here. You get a small island and a few people and have to make a town using only resources from the island. Looks like it's set in maybe the 1700s or 1800s. Works on the iPhone and is a great time killer.
The historical accuracy of medieval city-builder video games
101–110 of 246 posts
Re: The historical accuracy of medieval city-builder video games
#102On the other hand, looking at the D&D 3.5 Dungeon Masters Guide 2, they have finally fleshed out Saltmarsh. Bizarrely, a town of less than four thousand people actually has an assassins' guild, with roughly ten members. Do they take turns, each assassinating one person a year? Because that's roughly how infrequently it would have to occur for their little club to escape notice. Hardly worth paying dues for, sitting around, discussing that murder you managed five years ago and how you look forward to one in another five.
Take a look at city-building ... in most games you rarely see the hub-and-spoke develop around a port city, despite that being a prevalent pattern, or the unique feel of isoheight versus steep streets in a hilly region (the San Francisco pattern). If you watch city maps over hundreds of years, many forces are at work, and I think they might be simulable but I don't know if the end result would be enjoyable enjoy to warrant it.
If you look at our actual cave ecosystems, troglobionts, which are adapted for living strictly in caves, are typically quite tiny. There's simply no food down there! Resources are scarce. Hence you would get no gelatinous cubes or hook horrors or carrion crawlers stumbling around the caves, lurking about, waiting for adventurers or the average bear. Instead you get some very small, pale shrimp. This is not exciting for the adventurer. Some handwaving of a source of energy called "Faerzress" eventually takes place and is only vaguely acceptable if one does not look hard, serving as kind of a bottom trophic level for the game.
The balance between actual plausibilty and what one might call "fantastical satiation" is quite difficult. Your large-sized dragon, perhaps your standard-issue Vermithrax Pejorative, would need something like a log flume ride of virgins delivered straight to its gullet to sustain its bulk, not to mention the caloric expenditure. Clearly, this isn't very satisfying for your story-telling, either.
The balance is rough and I suspect that nitpicking in the name of accuracy can undermine most of what is constructed.
Re: The historical accuracy of medieval city-builder video games
#103I can't speak for the games listed, but for the one AAA game I had the opportunity to work, "but is it fun?" was a question we would ask ourselves periodically. The natural tendency was to strive for correctness and simulation level accuracy. But that's usually very much not fun.
Re: The historical accuracy of medieval city-builder video games
#104Re: The historical accuracy of medieval city-builder video games
#105Earlier quoted context omitted.
Makes sense that they also developed Stellaris. Looks like I have a new game to buy and play.
Consider yourself warned: all Paradox games are highly addictive drugs. What you must have experienced with Stellaris is representative of most their games. EU IV is indeed a good choice if you liked Stellaris (I usually explain Stellaris to people as EU in spaaaaace).
Re: The historical accuracy of medieval city-builder video games
#106Earlier quoted context omitted.
That's cool! Does it say what exactly you are taxing (labor, land, capital, income, wealth)?, or is that left abstract?
There were times that the Romans auctioned off the right to tax a region. So you’d pay the state some sum and then have the right to extract whatever you can from the population. I’m sure the whole story is much more nuanced than that outline.
Re: The historical accuracy of medieval city-builder video games
#107Re: The historical accuracy of medieval city-builder video games
#108The point is not to be historically accurate. Ideally you strike a good balance of fun, challenging, and historically accurate - in that order. I can't speak for the games listed, but for the one AAA game I had the opportunity to work, "but is it fun?" was a question we would ask ourselves periodically. The natural tendency was to strive for correctness and simulation level accuracy. But that's usually very much not…
Re: The historical accuracy of medieval city-builder video games
#109Earlier quoted context omitted.
Makes sense that they also developed Stellaris. Looks like I have a new game to buy and play.
Consider yourself warned: all Paradox games are highly addictive drugs. What you must have experienced with Stellaris is representative of most their games. EU IV is indeed a good choice if you liked Stellaris (I usually explain Stellaris to people as EU in spaaaaace).
Re: The historical accuracy of medieval city-builder video games
#110Townscaper and Dorfromantik are more fun for me than any city builder or Sim game. https://store.steampowered.com/app/1291340/Townscaper/ https://store.steampowered.com/app/1455840/Dorfromantik/ I like them because they're _not_ rooted in realism, so they're free from the things that some days feel more like work than play (tax collection, agricultural shortfalls, physical material limits etc.).
I love toys! Whether they are physical objects or programs there is something so _lovable_ to me about using craftsmanship and creativity to create something for the sole (and very noble) purpose of just being fun to play with. I think I'll have to buy Townscaper and engage in some goal-free play tonight!