View Full Version : What should the the first expansion-pack be about?
Loppan Torkel Jan 30, 2005, 07:02 AM The game is not even out yet, I know... It's hard to tell because we don't know what features are implemented in the standalone game, I know...
The reason for this question is that there are way to many, to big or to complicated ideas to be implemented in the standalone game.
From what we know the game will feature a 3d engine, better multiplayer support, a number of new gameplay mechanics and what is said to be a powerful editing language/tool, from what I've gathered.
Are there any big, new features or directions that as concepts could stand by themselves and don't need to be in the original game, that could be implemented just as well in an expansion-pack and that would give the expansion-pack some selling value. Preferably something that wouldn't be to easy to implement through the editing tools, that anyone could do it.
A futuristic era could be one thing to expand to, not that I'm to fond of it though.
New civs and 'missions', like in conquest, would be another.
The best thing that I can come up with at the moment is a depthening of the gameplay, whether it be in the culture, religion, relations or any other gameplay-feature that probably will be lacking. It might be hard to alter already existing concepts and still keep it balanced, but once you've learned to play the original civ4, what could be better than buying an expansion-pack that complicates/depthens the game even further.
Broadening the game makes it fun again for a while, but you could always add new civs, techs or units via the ingame editor anyway.
....a bit of freeranting, feel free to post any ideas....
dh_epic Jan 30, 2005, 02:30 PM I'd love to see a prehistory mod. One where even settlements is something you have to struggle to achieve only halfway through the "prehistoric tech tree". Transient, nomadic competition between tribes. Could make for fun multiplayer.
brinko Jan 30, 2005, 02:43 PM if the game is done proper the first time, there would be no need for an expansion pack...
-more civs
-more buildings
-more units
-more wonders
The Omega Jan 30, 2005, 06:58 PM if the game is done proper the first time, there would be no need for an expansion pack...
-more civs
-more buildings
-more units
-more wonders
What? And lose out on the potential money of an expansion pack? Are you crazy? :eek:
dh_epic Jan 30, 2005, 07:05 PM I'd rather see them focus on gameplay innovations first. Making new civs, buildings, units, and wonders is something that any modder could do. Changing the game engine is really only feasible for the original release. So I want them to put most of their energy into that, and mass up more simple assets later. God knows the community will have tons to contribute after the initial release.
ybbor Jan 30, 2005, 08:28 PM you bring up an interestign point. ptw made the game wider, and C3C made it wider and added a side plane, what the civ4 expansion packs should do is make the game deeper by adding new concepts. a few candidates that i think would be good for an expansion pack (as in they add a new level of play not simply expand exisiting play):
the economy- economics is something that can never be brought to too complex a level, an exapnsion pack focusing on new economic concepts would be great new ediotr features (best for an expansion pack as now people can say what they want the ediot to do) new worker systems (new types of workers, new jobs, new integration) government (new abilites/drawbacks, new governments, higher degree of integration) barbarians-new units, new abilities, new goals, new rules)
Benitus Jan 30, 2005, 09:19 PM N what about n expansion pack where u play Barbarians...
sir_schwick Jan 30, 2005, 10:08 PM Adding a bunch of civs and new content and selling it as an expansion is close to criminal in the age of dedicated modding communities. Expansions should allow people to expand upon what the game engine does and the scope of what it is. A good example of this is Transport Tycoon.
The original Transport Tycoon was a cool game but had many annoying foibles. Transport Tycoon Deluxe was such a powerful upgrade it was like the sequel to the original. TTDPatch(user made) was like the jump between TT and TTD. The additions were not so much content as game changes, critical additions, and expanding what the game could do.
rhialto Jan 31, 2005, 04:20 AM I'd like to see teh first ecxpansion pack include:
- All the bugs in the initial release fixed
- multiplayer support
- A functioning and easy to use tool for modding
What's that you say? They'll all be in the initial release? Uhuh.
Grohan Jan 31, 2005, 08:53 AM It's hard to say but maybe these:
-Multiplayer :p
-More civs, units, govs and stuff like that
-Some scenarios like in Conquests
Admiral8Q Jan 31, 2005, 09:27 AM Expansion pack should include:
-Lots and lots of unique scenarios!
dh_epic Jan 31, 2005, 11:17 AM If we trust their announcements, then multiplayer and editing tools will come out with the original release.
OwieB2003 Jan 31, 2005, 11:26 AM Heeheehee.. first expansion pack, for a game that isn't in beta yet. Hmm... well, I'd like to see a sequel to SMAC. I realize this could be accomplished as a standalone product, but it'd be neat, to complete a game of Civ4 via a spaceship victory, then have an option to: Continue playing on Earth, go to the Main Menu, or go to Alpha Centauri. You could also just start an AC game from the Main Menu, but, to make it really cool (IMO), if the spaceship victory is put in the original, is for every(or at the very least, some) civs to have Alpha Centauri civs/factions as well, in addition to the original SMAC factions. It'd basically be Civ4 with a new tech tree, terrain, units, and abilities. (e.g., in Civ4, unless something like a future-extrapolation period of the game is put in, you can't build water cities. In the AC addon, you can, once you research the proper tech. Also, I agree with the sentiment that RR really shouldn't be infinite move.. maybe 5 or 10, something much better than roads, but still limited. That way magrail tubes could possibly be infinite, or at the very least, ridiculously fast.)
sir_schwick Jan 31, 2005, 11:44 AM Sadly this is the only way we will get anything near a SMAC 2. Personally I would prefer that Brian Reynolds bought the rights and did SMAC 2 under the Big Huge Games label. Imagine what they could do now, having learned all the mistakes and downfalls from the original. However enough on my pipe dream, this would be a neat idea. Civilization Four: New Worlds
Bluetooth Jan 31, 2005, 12:00 PM I would like to see scenarios were naval and air battles are a bigger part of the game. That also means more specialized ships and aircrafts.
Ant509y Jan 31, 2005, 11:42 PM Since it seems there won't be provinces in Civ 4 yet... they'd be a great expansion idea.
dh_epic Feb 03, 2005, 11:44 AM I guess the question I'd ask, then, is if the expansion CAN involve new gameplay? Will it involve new gameplay?
I'm pessimistic. But if they made the expansion like a serious upgrade with something significantly new -- like vassals, provinces, colonies, and puppet regimes -- that would be seriously awesome.
Not holding my breath, though. And heck, I think/hope these things can still be done in time for the main release.
brinko Feb 03, 2005, 11:53 AM lets wait until civ 4 is out first before we decide to fix or expand on a game non of us have played yet.
sir_schwick Feb 03, 2005, 12:13 PM I would prefer they perfect programming and basic gameplay rather than impliment new methodology. That would be the idle expansion system, the Civ 4 which is a refinement of Civ 3 gameplay with a couple experimental pieces. Expanisons would then try to take and add all the stuff we propsed.
bkwrm79 Feb 03, 2005, 09:50 PM Expansion pack should include:
-Lots and lots of unique scenarios!
Exactly! That's what I want.
And, of course, all bugs fixed.
GoodGame Feb 13, 2005, 11:06 AM Hopefully the full game will be comprehensive enough that there won't need to be too many scenarios.
The expansion pack will be your an accredited class in the scripting language that CIV4 will use for scenarios.
A good expansion would a super-simple to use modding toolkit, and an organized library of extra graphics/animations/sounds.
sir_schwick Feb 13, 2005, 12:27 PM Hopefully the full game will be comprehensive enough that there won't need to be too many scenarios.
The expansion pack will be your an accredited class in the scripting language that CIV4 will use for scenarios.
A good expansion would a super-simple to use modding toolkit, and an organized library of extra graphics/animations/sounds.
That is also a very good idea. Make it really easy for modders once they know modders complaints.
Stid Feb 16, 2005, 05:58 PM think we should cross that bridge when we come to it. who knows? maybe civ4 will be perfect in everyway without bugs!! - yea right. they'd probably make an add on with new colours just to put more dosh in their back pocket
thescaryworker Feb 16, 2005, 06:17 PM Maybe there could be scenarios based on user-feedback. (suggestion forum after Civ4 release?)
rhialto Feb 16, 2005, 07:19 PM If we want scenarios, I think the community here is capable of making them. I'm not sure I'd be interested in an expansion whose only role was to provide some scenarios.
sir_schwick Feb 16, 2005, 07:27 PM The biggest thing they could do with an expansion is some tools to really enhance modding, and a major fix of any problems/possibly reworking parts of the game. Theorhetically you could do both with a patch, but the expansion would come in a nice box with reference sheets/tools and a proper manual. Could make the original Civ 4 ship cheaper also if they did not include manuals.
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