Yes, I think that limiting the time covered in a game of this genre is key to making it work. The normal person does not have the patience for each era to unfold slowly in a game that covers thousands of years. And even if they had the patience, how do you keep the game minimally balanced through hundreds and hundreds and hundreds of turns, such that tension remains later on? It seems to me that Old World has it about right.
I’m really enjoying the game and discovering all kinds of stuff that I do not remember from my time with it way back.
However, if @SorenJohnson is compiling a list of things that are unclear, I would offer the following:
Cognomens… So say my leader Joe has just become Joe the Strong, and I want to know about this. If I just look up “Strong” or “the Strong” I find an entry at F8. I see a long list of accomplishments, each with a positive number. Things like Ambition Achieved +4000. It’s a long list, with the last two items being
Threshold 30,000
Legitimacy +60
All the relevant facts are here, but the presentation does not strike me as clear. Shouldn’t the top of this page say “Leaders can earn the cognomen “the Strong” by accruing 30,000 points from the factors listed below. This then grants them +60 legitimacy”?
Of course, the separate entry for cognomen would help the player figure this out, regardless. “A cognomen is a title that increases Legitimacy of the Leader.” Thus the purpose is stated, implying the importance of all accomplishments each with a number. But how many players are going to search “cognomen” rather than “the Strong” ?
However, if I can be a little philosophical here, I am not totally convinced the lack of clarity really matters in this game. At least to me. Running this country seems to be a lot of fun if done somewhat impressionistically. Joe is doing well and he has gotten an admiring nickname and his legitimacy and power are going way up. Perhaps to win the game at a higher difficulty level, I need to game out where I am going to obtain the points to accomplish X, with an eye towards training an heir with exactly the right qualities to accomplish Y, in order to… The whole RPG thing where a crucial part of the game becomes plotting out all your future levelups. Board games almost have to be like that, but one of the great things about computerizing games is that it frees us from that requirement; lots can be going on under the hood, handled by an invisible number cruncher, so the player can just live through an exciting experience. And I am suspecting that players who look at it this way are going to be the ones with the best first impression of Old World. Meanwhile, though, all the available numbers to mouse over and dissect kind of scream out “Hey, you are supposed to be gaming out discontent points and culture points. And you are missing the point of the game if you can’t get to the bottom of everything.”