dh_epic
Cold War Veteran
This will be hard, considering how much we all love the game. But if it helps, think about it in terms of two questions.
1) What part of the game do you feel like you don't have any choice but to do it "their way"?
2) What was a weakness in Civ 1, or Civ 2, that was resolved by Civ 2 or Civ 3 respectively... (and then extrapolate)
For me, I think I've been hitting a bunch of similar points over and over in my posts, and I want to see if people at least agree about the problems if they can't agree about the solutions.
So, without further ado, here are some of my favorite weaknesses.
THE RACE:
- the game is too much like a race, like a "game of life" board game
- the race is often decided before 0 AD (the first 2 hours of an 18 hour game)
- there are no difficult decisions to make, only "outrun your opponents"
- after 0 AD, if you're a weak nation, there's nothing to play for
- for a race, it's hard to "spin out" or "crash", and huge comebacks are rare
- like a race, it's pretty objective who's winning and who's losing ... there's really only one path to victory
TEDIUM:
- micromanagement sucks,
- micromanagement gets exponentially more tedious (without getting actually harder)
- you spend the last half of the game racing against the end-game clock, instead of your opponents, who are falling behind at this point (even at high difficulties)
- conquering a nation is fun when you take out their first 5, even 10 major cities, and tedious (but easy) when you're going after their outposts and shanty towns
WINNING:
- you CAN prosper without any real allies, rewarding isolationism
- you can't be the best nation in the game without some serious territory
- the early-game settler rush decides too much of the game
- as simple as international conflict is, domestic conflict is practically non-existant
- you need to play like an expansionist to be great (in the gameplay sense, not civ trait sense)
- the space race and UN feels like a "cheap" victory
- the only way they've made the AI more challenging is by handicapping
GAME CONCEPTS:
- economics is completely domestic, and is only marginally affected by international affairs
- economy is largely correlated with geographic size, can't be small but rich
- resources have no concept of limited supply
- there is no incentive to trade
- culture is completely domestic, and is unaffected by international affairs
- democracy IS the best government, even with war weariness
- for a democracy, people still play like dictators, thus negating any of the disadvantages of democracy, or advantages of dictatorship
IMMERSIVENESS:
- civilizations aren't different enough
- all differences are hardwired
- your specialties are hardwired
I imagine this will draw a LOT of criticism to myself. I just want to say, I love Civ and it might be one of my favorite games of all time. But if they addressed even 5 of these bullet points, the game would be way better!
1) What part of the game do you feel like you don't have any choice but to do it "their way"?
2) What was a weakness in Civ 1, or Civ 2, that was resolved by Civ 2 or Civ 3 respectively... (and then extrapolate)
For me, I think I've been hitting a bunch of similar points over and over in my posts, and I want to see if people at least agree about the problems if they can't agree about the solutions.
So, without further ado, here are some of my favorite weaknesses.
THE RACE:
- the game is too much like a race, like a "game of life" board game
- the race is often decided before 0 AD (the first 2 hours of an 18 hour game)
- there are no difficult decisions to make, only "outrun your opponents"
- after 0 AD, if you're a weak nation, there's nothing to play for
- for a race, it's hard to "spin out" or "crash", and huge comebacks are rare
- like a race, it's pretty objective who's winning and who's losing ... there's really only one path to victory
TEDIUM:
- micromanagement sucks,
- micromanagement gets exponentially more tedious (without getting actually harder)
- you spend the last half of the game racing against the end-game clock, instead of your opponents, who are falling behind at this point (even at high difficulties)
- conquering a nation is fun when you take out their first 5, even 10 major cities, and tedious (but easy) when you're going after their outposts and shanty towns
WINNING:
- you CAN prosper without any real allies, rewarding isolationism
- you can't be the best nation in the game without some serious territory
- the early-game settler rush decides too much of the game
- as simple as international conflict is, domestic conflict is practically non-existant
- you need to play like an expansionist to be great (in the gameplay sense, not civ trait sense)
- the space race and UN feels like a "cheap" victory
- the only way they've made the AI more challenging is by handicapping
GAME CONCEPTS:
- economics is completely domestic, and is only marginally affected by international affairs
- economy is largely correlated with geographic size, can't be small but rich
- resources have no concept of limited supply
- there is no incentive to trade
- culture is completely domestic, and is unaffected by international affairs
- democracy IS the best government, even with war weariness
- for a democracy, people still play like dictators, thus negating any of the disadvantages of democracy, or advantages of dictatorship
IMMERSIVENESS:
- civilizations aren't different enough
- all differences are hardwired
- your specialties are hardwired
I imagine this will draw a LOT of criticism to myself. I just want to say, I love Civ and it might be one of my favorite games of all time. But if they addressed even 5 of these bullet points, the game would be way better!