jbadams
Super Healer Scout
Alongside the major improvements in computing technology and multimedia quality since the early days of the Civilization series, online gaming is something that also has grown dramatically--even since the release of Civilization 4. While the first couple of "Civver" generations predominantly played Civilization by themselves, today's gaming generation is vastly more interested in matching wits with other, real players. At the same time, Civilization 5 is a strategy game, so it is natural and appropriate to model the actual gameplay around how AIs react to various circumstances.
Firaxis is to be applauded for creating a strategically-rich product in Civilization 4 and committing itself to basic multiplayer functionality. I've spent countless hours playing Civilization online, and multiplayer Civ easily accounts for 99.99% of the total time that I have spent playing the game. Nevertheless, there are some simple and important changes that Firaxis absolutely must address in Civilization 5:
1. Make multiplayer gaming easier to set up.
For me and countless other folks (just take a look around these forums), Civilization 4 caused more technical problems than any other game in recent memory. Firaxis has always blamed GameSpy, and GameSpy has always blamed Firaxis, but the bottom line is that peer-to-peer gaming MUST NOT be as buggy, unreliable, and annoying as it was in Civilization 4. If people can connect to an online battlefield and blow up entire cities in real time on games like World in Conflict, then surely Firaxis and its partners can implement a multiplayer platform that allows players to easily connect to each other and play. The GameSpy Civ 4 community has probably "restarted Civ" tens of millions of times simply so that they can connect to this or that peer/host. Other nonsense such as perpetual "out of sync" errors, game timers freezing, etc., were always blamed on the multiplayer interface. Well, Firaxis: fix it. I know of no other game released in the past five or six years that had so many unavoidable, unbearable online glitches as Civ 4.
2. Overhaul the multiplayer "pause" and "join" features to prevent players from hot-joining and deliberately ruining games.
For those who played on GameSpy, the following is an all-too-common experience: a particular player gets upset that he is not winning the game, so he decides to press the "Pause" button, repeatedly, in order to prevent the game from moving forward. Thousands of games have been ruined in this way. In Civilization 4, it was not possible to stop a person from pausing the game indefinitely. In Civilization 5, it would be very simple to place limits on how often a player can pause a multiplayer game. While it's nice to think that people would be "above" such juvenile behavior, it's hard not to expect this sort of nonsense when people can change their usernames online after every single game, if they wish. A feature must be included in Civilization 5 to address this problem.
Similarly, the process of players hot-joining a game must be modified. Under the Civilization 4 system, a trouble-making player could maliciously join a game very slowly (perhaps by clogging his bandwidth while connecting to a game) and constantly attempt to rejoin a game. Meanwhile, for the players in the actual game, the timer is frozen and gameplay is impossible. Quite often, malicious players in Civilization 4 caused games to CRASH by repeatedly joining/dropping/re-joining games. It would be easy to implement a limitation on hot-joining (beyond disabling "Take Over AI," which is an over-protective feature since players who drop must be waited for or else they can never rejoin the game).
3. Fix the vote screen so that malicious players can't destroy a game simply by refusing to vote to continue a game.
For some crazy reason, Civilization 4 had the concept of a "vote screen." All too often, malicious players would "hot-join" games and either refuse to cast a vote to continue a game, or they would intentionally vote against continuing the game. The effect of this was very simple: the game could never, ever continue. It would be extremely simple to reform the multiplayer vote system to preclude this sort of misbehavior. Firaxis, please fix this major problem.
I will add to this post in the future, but the main reason that I'm posting here is to solicit agreement from other multiplayer users who have experienced the problems that I describe and who agree that these problems should be fixed.
These are all easy fixes for Firaxis, and I hope that they will take these issues seriously. I assure you that I am a Firaxis customer who would hold out on buying this game if the multiplayer was broken to the extent that Civ 4 multiplayer is broken.
Firaxis is to be applauded for creating a strategically-rich product in Civilization 4 and committing itself to basic multiplayer functionality. I've spent countless hours playing Civilization online, and multiplayer Civ easily accounts for 99.99% of the total time that I have spent playing the game. Nevertheless, there are some simple and important changes that Firaxis absolutely must address in Civilization 5:
1. Make multiplayer gaming easier to set up.
For me and countless other folks (just take a look around these forums), Civilization 4 caused more technical problems than any other game in recent memory. Firaxis has always blamed GameSpy, and GameSpy has always blamed Firaxis, but the bottom line is that peer-to-peer gaming MUST NOT be as buggy, unreliable, and annoying as it was in Civilization 4. If people can connect to an online battlefield and blow up entire cities in real time on games like World in Conflict, then surely Firaxis and its partners can implement a multiplayer platform that allows players to easily connect to each other and play. The GameSpy Civ 4 community has probably "restarted Civ" tens of millions of times simply so that they can connect to this or that peer/host. Other nonsense such as perpetual "out of sync" errors, game timers freezing, etc., were always blamed on the multiplayer interface. Well, Firaxis: fix it. I know of no other game released in the past five or six years that had so many unavoidable, unbearable online glitches as Civ 4.
2. Overhaul the multiplayer "pause" and "join" features to prevent players from hot-joining and deliberately ruining games.
For those who played on GameSpy, the following is an all-too-common experience: a particular player gets upset that he is not winning the game, so he decides to press the "Pause" button, repeatedly, in order to prevent the game from moving forward. Thousands of games have been ruined in this way. In Civilization 4, it was not possible to stop a person from pausing the game indefinitely. In Civilization 5, it would be very simple to place limits on how often a player can pause a multiplayer game. While it's nice to think that people would be "above" such juvenile behavior, it's hard not to expect this sort of nonsense when people can change their usernames online after every single game, if they wish. A feature must be included in Civilization 5 to address this problem.
Similarly, the process of players hot-joining a game must be modified. Under the Civilization 4 system, a trouble-making player could maliciously join a game very slowly (perhaps by clogging his bandwidth while connecting to a game) and constantly attempt to rejoin a game. Meanwhile, for the players in the actual game, the timer is frozen and gameplay is impossible. Quite often, malicious players in Civilization 4 caused games to CRASH by repeatedly joining/dropping/re-joining games. It would be easy to implement a limitation on hot-joining (beyond disabling "Take Over AI," which is an over-protective feature since players who drop must be waited for or else they can never rejoin the game).
3. Fix the vote screen so that malicious players can't destroy a game simply by refusing to vote to continue a game.
For some crazy reason, Civilization 4 had the concept of a "vote screen." All too often, malicious players would "hot-join" games and either refuse to cast a vote to continue a game, or they would intentionally vote against continuing the game. The effect of this was very simple: the game could never, ever continue. It would be extremely simple to reform the multiplayer vote system to preclude this sort of misbehavior. Firaxis, please fix this major problem.
I will add to this post in the future, but the main reason that I'm posting here is to solicit agreement from other multiplayer users who have experienced the problems that I describe and who agree that these problems should be fixed.
These are all easy fixes for Firaxis, and I hope that they will take these issues seriously. I assure you that I am a Firaxis customer who would hold out on buying this game if the multiplayer was broken to the extent that Civ 4 multiplayer is broken.