Vael
May 28, 2007, 06:39 PM
Something interesting I've been thinking about in light of reading some discussions about Civ 4 multiplayer along with the recent announcement of Starcraft II.
A number of people complain that Civ 4's multiplayer (and single-player, in some cases) is watered-down compared with previous versions because there's little difference in skill between intermediate and expert players. Having thought about it, I'd have to say that I agree.
In Civ 3, the game which I played the most, you could micromanage things extensively to maximize the amount of food, production, gold, science, etc. that your empire produced. Because excess of these was "lost" and not carried over after a completed project (as it is with Civ 4) this meant that keeping track of this and optimizing your yields could pay huge dividends over time. This made a player knowledgeable of these tricks much stronger than one who knew the game but lacked the true MMing knowledge or skill. Well, in Civ 4 these sorts of things were almost entirely eliminated. Which in turn has leveled the playing field quite a bit. I must admit that when I play Civ 4 it seems as though I don't have nearly the "mastery" over the game that I did with Civ 3, despite playing it almost as much. And in a way that's not as much fun. I don't spend 150 hours on a single game any more (oh how did I ever do this?), which isn't a bad thing, but I also don't feel like I'm doing all that "well".
In many ways, Real-Time Strategy games are similar. With a game like Starcraft the best players are separated from everyone else by their amazing ability to know exactly what to do when and the cutthroat speed in which they do it. Simultaneously queuing up unit and building creation, instructing "worker" units what to build while directing other units where to scout/attack, all with perfect coordination and understanding. But as with Civ economics of the past, the true skill here is more in simultaneous micromanagement than execution of a cunning, well-devised plan. Showing the utter failure of "strategy", a game like Starcraft makes it utterly impossible for a player with a good plan to beat one who has absolutely mastered the micromanagement of the mechanics of the game.
Now then, as my tone in the previous paragraph hopefully suggested, I'm not advocating a return to the old MMing requirements of the past. I think it's safe to say that most people don't enjoy doing this, myself included (although there are some who do). But then, where should the difference in skill come from? Militarily it's plain to see. Make the right mix of units, move them in the right tiles, cut off resources, etc. and you can beat a less experienced player. What about with economics? What room does skill have a role to play here with micromanagement eliminated? In other words, what should an expert player know and how should one play when compared with one who is familiar with the game but not "mastered" it? It seems most suggestions to give the economic side of the game more depth also rely on the inclusion of additional micromanagement. More cities. Caravans. Quantified resources. Is it inevitable that what divides the good from the best be micromanagement? Can there be a solution?
It's easy to say that "well, yes, Civ should require good planning and skill to win, not MM skill". But how does that actually play out? What should an expert player do so much better than an intermediate one without relying on the micromanagement crutch?
I myself am somewhat stumped by this issue. Anyone have some thoughts on it? :)
A number of people complain that Civ 4's multiplayer (and single-player, in some cases) is watered-down compared with previous versions because there's little difference in skill between intermediate and expert players. Having thought about it, I'd have to say that I agree.
In Civ 3, the game which I played the most, you could micromanage things extensively to maximize the amount of food, production, gold, science, etc. that your empire produced. Because excess of these was "lost" and not carried over after a completed project (as it is with Civ 4) this meant that keeping track of this and optimizing your yields could pay huge dividends over time. This made a player knowledgeable of these tricks much stronger than one who knew the game but lacked the true MMing knowledge or skill. Well, in Civ 4 these sorts of things were almost entirely eliminated. Which in turn has leveled the playing field quite a bit. I must admit that when I play Civ 4 it seems as though I don't have nearly the "mastery" over the game that I did with Civ 3, despite playing it almost as much. And in a way that's not as much fun. I don't spend 150 hours on a single game any more (oh how did I ever do this?), which isn't a bad thing, but I also don't feel like I'm doing all that "well".
In many ways, Real-Time Strategy games are similar. With a game like Starcraft the best players are separated from everyone else by their amazing ability to know exactly what to do when and the cutthroat speed in which they do it. Simultaneously queuing up unit and building creation, instructing "worker" units what to build while directing other units where to scout/attack, all with perfect coordination and understanding. But as with Civ economics of the past, the true skill here is more in simultaneous micromanagement than execution of a cunning, well-devised plan. Showing the utter failure of "strategy", a game like Starcraft makes it utterly impossible for a player with a good plan to beat one who has absolutely mastered the micromanagement of the mechanics of the game.
Now then, as my tone in the previous paragraph hopefully suggested, I'm not advocating a return to the old MMing requirements of the past. I think it's safe to say that most people don't enjoy doing this, myself included (although there are some who do). But then, where should the difference in skill come from? Militarily it's plain to see. Make the right mix of units, move them in the right tiles, cut off resources, etc. and you can beat a less experienced player. What about with economics? What room does skill have a role to play here with micromanagement eliminated? In other words, what should an expert player know and how should one play when compared with one who is familiar with the game but not "mastered" it? It seems most suggestions to give the economic side of the game more depth also rely on the inclusion of additional micromanagement. More cities. Caravans. Quantified resources. Is it inevitable that what divides the good from the best be micromanagement? Can there be a solution?
It's easy to say that "well, yes, Civ should require good planning and skill to win, not MM skill". But how does that actually play out? What should an expert player do so much better than an intermediate one without relying on the micromanagement crutch?
I myself am somewhat stumped by this issue. Anyone have some thoughts on it? :)