arikajohnson
Chieftain
- Joined
- Oct 18, 2005
- Messages
- 41
Sacre bleu!
I guess you got it backwards I'm more willing to acept a bloated app that, in spite of working badly, has the potential to be fixed than a fine app that has hidden and hardcoded performance blocks by no particular reason ( for heavens sake, when the last official Civ III patch was out, machines with more than 512 Mb of RAM were already somewhat common , to say the least ... and no ammount of stupidity can really explain the hardcoded limit to the number of cities on map , especially on big maps that the game has the potential to run, but that you can't fully use because of that ) .It is a better of two evils situation, but still .... No forgiving core aspects of games that don't work X_X.
Similar problems are cropping up all over the place in modern AAA titles. Either there are no more competent programmers out there at all, or the expected complexity of modern games has scaled well past what the traditional design models are capable of handling. Personally, I believe it's the latter; but you're free to believe otherwise.
I guess you got it backwards I'm more willing to acept a bloated app that, in spite of working badly, has the potential to be fixed than a fine app that has hidden and hardcoded performance blocks by no particular reason ( for heavens sake, when the last official Civ III patch was out, machines with more than 512 Mb of RAM were already somewhat common , to say the least ... and no ammount of stupidity can really explain the hardcoded limit to the number of cities on map , especially on big maps that the game has the potential to run, but that you can't fully use because of that ) .It is a better of two evils situation, but still ...
Yeah. They supported 32-bit applications on a 16-bit kernel. Good stuff. Preemptive multitasking and a secure kernel are "difficult" in this environment.98 was already bridging between 16bit and 32bit
As I said, that's modern technology. It didn't exist at the time., and it's not like third party dos-emulators are unheard of. In fact, that's usually what we're resorting to when we do load up those legacy games.
Wrong.It *could* have been included. They chose not to.
Modern 64-bit computers don't support 16-bit code at all. It's time to move on. AMD made an explicit decision to drop it when they designed the architecture. A good decision in my view but, in any case, you can't blame Microsoft for it.Which could have been said of the shift from 16-bit to 32bit, but they went ahead and dropped support for that eventually anyway.
2012 - 1998 < 16. Agreed. But 32-bit Windows > 16. They have not dropped support for previous 32-bit Windows versions.And that was less than 16 years ago.
Games of their day generally try to take fullest advantage of whatever computing/graphical capabilities are available.
That 1993 game ran just as well in 1993...while others didn't. That pattern is replicated today, and civ is (routinely) on the wrong end of it.
I am seeing newer games (or maybe 1-2 months older )where a unit is given an order and then it responds to it instantly. Every time, without exception, with more units involved at any given moment than either civ IV or V. Not only that, but you can select dozens and the game doesn't even drop a frame...let alone force you to wait 5+ seconds! Even in the much-maligned FPS genre, the only thing that blocks actions from happening in good titles is lag, not because the game can't handle the rate of inputs. There is a reason for that; not everybody SUCKS at programming a reasonable set of controls in a modern game.
The funny thing is that merely selecting units in civ IV can cause the UI to fall behind player actions. I've (again) demonstrated evidence of this, selecting 10+ more units than the UI displays and then having the game select them while I stand there with the mouse doing nothing waiting for it to catch up.
You want to tell me that selecting a few units is SO resource intensive that there is NO WAY a 3 ghz processor machine (cores don't matter, because failaxis didn't allow civ iv to use 2 cores despite that they were around at the time) can keep up with a human's ability to hold shift and click a few times?
If you are OK with shoddy products, then whatever...that's how the market goes. Consumers accepting that crap (and often not even acknowledging it) is a contributing factor to why games like civ IV and V play slower than me, and I hate it but reality is reality. However, excuses for what is, without dispute, obvious failure are less acceptable to me. There is no rational way to argue that civ IV HAD to play that way. It's a joke.
I just recognize the extent of space which exists between "shoddy" and "perfect," and don't jump to conclusions about overall competency based on key obvious failures in an otherwise enjoyable game. Based on the rantings, that seems to be a rare thing these days: most people seem to polarize in one direction or the other.
And given the amount of playtime you've put in to Civ4, you're clearly "accepting that crap" to some degree yourself as well.
No. What I want to tell you is that an issue which crops up inconsistently enough for me to have only ever seen it happen in other people's games (even if it's a fair number of other people) is somewhat difficult to diagnose, track down and correct when it's buried in a few gigs of code.
Especially when you've got a whole bunch of other things on your plate going on as well. There comes a point when you've got to make a choice between ironing out the wrinkles in an awkward but functional feature and getting the rest of the game built.
Obviously there's something wrong in there; but I think you seriously underestimate the amount of effort involved in correcting it.
I just recognize the extent of space which exists between "shoddy" and "perfect," and don't jump to conclusions about overall competency based on key obvious failures in an otherwise enjoyable game. Based on the rantings, that seems to be a rare thing these days: most people seem to polarize in one direction or the other.
And given the amount of playtime you've put in to Civ4, you're clearly "accepting that crap" to some degree yourself as well.
Names?
Because if they're games I've bothered with, I'll wager I can tell you entirely different things they "sucked at" while getting the controls working.
Spoiler :Under what kind of joke code is unit selection (without animations on, mind you) causing significant processing usage at all?
No sell. If someone can't figure out how to select a unit without calling up the RNG or pretending that animations are happening when they aren't or something else equally stupid, then they probably aren't capable of doing much of the rest of the programming, either.
Unit selection is a CRITICAL part of CORE features by the way. How would you like to lose someone because the game was still trying to register the fact that you've selected units and as a result you get double-moved. Real fun with that in the game, right? That's why you don't "just move on", you set up a systemic process where disgraces in BASIC gameplay aren't flagrantly rampant.
Yes, they probably didn't follow conventions that would allow one to easily fix it. If they did that, they'd probably not have made controls bugged to hell in the first place after all. The choice to continue on with that and entire expansions without fixing it is inexcusable though.
Despite that, they did it in civ V too.
You're only half correct. This trend of "crap" from failaxis is to become consistently worse. At least in civ IV, the game doesn't change around your tiles worked AFTER you hit end turn to STARVE your city, and you don't click on a button then watch the unit do something completely different (in civ IV they just move the buttons around after waiting a second to troll you, which is also disgusting but not quite as bad as a direct UI lie).
Also, many actions take 4-5 extra commands more in civ V than IV and practically no actions take less. Awwkwaarrrrrrd, since they claim V's interface is better.
I've loved civ quite a bit, and so argue for it heavily. In late civ IV patches and continuing on to civ V, I'm watching it die while a bunch of people watch it happen and don't even notice/care. I'm watching basic controls degrade to the point where yes, 90's games show them up. I'm watching the company LIE to us about "recommended" specifications, where if you were to run a machine on them playing for example a huge map you'd spend more time waiting than playing. I've watched failaxis leave civ V MP unplayable for more than 3 people at a time (out of sync!) for OVER a year and counting since release, spending their time to introduce ANIMATIONS vomit to MP and work on an expansion + DLC while a CORE FEATURE (MP) still doesn't work.
Yes, I still play civ IV, though frustration over GAMEPLAY 101 has drained my will to play it over time. It isn't fun when the game decides you can't play for stretches of time. You know what game I don't play though? Civ V. Is it because of hexes? No. Is it because of the tech method/tree? No. Is it because of 1upt? Hell no, I'm on of the faster players on the forum so that has very limited impact on me. Is it because the AI diplo is ******ed? No, civ IV AI doesn't try either.
Why don't I play it then? Because it doesn't work. Because failaxis lies about recommended specifications. Because when playing civ V, it takes the COMPUTER more time to process its turns than I do, processing movements and animations in the fog regardless of settings. I literally spend more time waiting than playing. Because when I tell the damn game to do a "ranged" attack and the UI clearly shows it as such, the unit instead simply moves closer to the target. Because the governor switches tiles after end turn to the point where you can't use it. Because MP, an important feature for people looking for a weekly mp game, has never worked for even an instant, and still doesn't. Ultimately, because civ V does not work, and yet the company disgraces itself by continuing to sell it as a finished product. I don't know what to say about people who are OK with that, because it isn't nice.
I made that point to prove that the reason failaxis blows at programming isn't because it's too hard or that it is undoable. I've already mentioned a few titles. I don't really care why you don't like other games that work but for one reason or another aren't fun. Being able to play a game is a critical element, and borked controls really puts a hamper on that. If you fail there, you failed the game.
The only reason I still play civ is for the TBS fix. The gaming industry has taken a dump on the genre, and much like with EA and sports games, failaxis can get away with disgracing itself with titles like civ V because the competition isn't there anymore. However, they're a major contributor to the reason TBS is a declined genre in the first place.
If bullfrog, SSG, and the 3d0/nwc marriage that produced HOMM III were still around for example, civ V would be having its pants pulled down.
If you don't believe me, compare how civ II was to the games warlords II/III and HOMM II/III. The difference is staggering; the latter titles are some of the finest TBS ever made and the 3rd installation of each series are probably still top 10 tbs all-time (HOMM III might be the best). These games *did* manage to take advantage of graphics typically available at the time...but they also had working controls, shortcuts that always worked, units that always did as ordered without exception, and balanced options.
So now we have some modern titles which do things that should be more processor-intensive than civ V, and yet don't have any of the general optimization problems:
- ANY Call of Duty game (balance and net code bad as they are, the game plays well)
- Starcraft 2 (better than any civ title ever in both balance and gameplay, and though it's a slightly different genre due to being real-time, can easily handle more units in real time than civ can going turn-by-turn...proving my point rather soundly that COMPETENT developers can still make good controls)
- Madden. Yeah, glitchy, but so is civ. So both games are glitchy, but only 1 has controls that don't work, and it isn't madden. That's right, our beloved civ designers have fallen behind EA. Keep that in mind.
- Mass Effect: You know what happens when you press to shoot? You shoot. You don't dolphin dive and do the worm in the middle of the battlefield and die. Too bad firaxis has your units do the equivalent of that in civ V, and has workers auto-suicide in both games.
Basically, every non-tbs genre ducks this issue...but without competition failaxis isn't even trying. An expansion before the game engine works...and before they stop the governor from starving cities AFTER end turn should tell us everything we need to know.
I don't see the civ franchise being good in the hands that currently hold it. I say this despite the new expansion coming out. They've made their message very clear. They don't care, even a little bit, about how good the game is at the design level. They'd much rather trick people into getting it, which will only work so long.
Come back, SSG .
Civ 4 did well in spite of its many flaws, Civ V has many flaws and well, that's it. >.> And I'm not even talking from a gameplay point of view. Just basic controls!
I got curious reading about Civ4 "flaws".
It is just about the graphics, then let's everyone play some BF3 or MW3 then...
When Civ VI comes out, am I even going to care?
EDIT: Actually, come to think of it, Skyrim was super glitchy too, so maybe that's not the best example.
TMIT, you ever try the Age of Wonders series? One of my absolute favourite TBS series, alongside Civ and HOMM, and it's more or less the spiritual successor to Master of Magic.
When playing civ V, it takes the COMPUTER more time to process its turns than I do, processing movements and animations in the fog regardless of settings. I literally spend more time waiting than playing.
In one of my games I was playing on a huge earth map, and barely into the midevil (or however you spell it) age, and the turns were taking about five minutes each. (On a decent computer.)
Eventually it got to the point where it crashed and no matter how many times I reloaded, it crashed again within a few turns. To make it all the more horrifying, it was in 2d mode.
Were they the same dev teams? Even if its the same company, you have to pay attention. I don't know with the elder scrolls series, but in call of duty every year who develops the game rotates between treyarch and infinity ward. Infinity ward did mw1, mw2, and mw3 while 3arc did World at War and Black Ops...but even that doesn't tell the whole story. After mw2, much of IW staff split. 3arc introduced some of the more terrible net code used in recent memory with lag compensation. IW took it a step further, removing content tracking that 3arc did and making lag comp at least as bad if not worse.