You have to admit Akka does have a point, though. "Sequel" by definition implies a progression or continuance from an earlier work. That's not a matter of opinion or perspective, really.
You have to admit Akka does have a point, though. "Sequel" by definition implies a progression or continuance from an earlier work. That's not a matter of opinion or perspective, really.
I look at it this way: if they'd called it "Civilization: Tactics" or something similar, the fans would still love it just as much as they do now, and the people who are disappointed probably wouldn't be. BUT - those folks probably wouldn't have bought it sight unseen, either. Therein lies Firaxis' problem.
It's not that the game sucks or anything; it doesn't. It's a decent game on it's own - not one I personally find very engaging (at this point, hopefully that'll change) - but IMO, you can't simultaneously call something a "sequel" while trying to sell it as a "reboot" or "a new direction."
Well, this reasoning is faulty - and false.
Games don't exist in a vacuum, especially sequels, which are, by DEFINITION, dependent on their previous iterations.
You judge a game compared toward what already exists - it's why we don't see anymore games in VGA mode, or game with "bips" as their only sounds, because the standards have risen.
If you make a sequel, it's EXPECTED to be compared to the previous iteration. That's the POINT of a sequel. Sequel, okay ? SEQUEL. That's pretty much the definition, something defined by its predecessors. Again, if you don't want to draw comparisons, don't make a duh-sequel. Make an entirely new game.
If you don't expect a SEQUEL to be compared to the PREVIOUS ITERATION, then the problem lie in your faulty expectation, not in other very NORMAL expectations.
I have a hard time believing that I have to explain why a GODDAM SEQUEL justly bring expectation compared to the previous iteration...
However, it's still ridiculous for people to compare it to something they have completely modded to fit perfectly with their individual taste.
Actually, no. The question "Which comparisons are legitimate?" is another question that doesn't warrant 10% of the fuzz that's being made about it, because if people weren't so busy shooting each others' opinions down and deriding each other, then they might actually notice that it depends on the question.
If the question is "Which game should I play now, which one will be more fun for me?", then a comparison between highly modded Civ4:BtS, and barely patched Civ5 vanilla, is of course adequate, because that's the current state of the two games.
If the question is "Did the Civ5 devs do a good job?", then it's of course unfair to compare a full-fledged, fine-tuned end product to a work in progress.
Well, obviously, if you're the type of person who is so picky about things, something you modded to your liking will always be better than something you haven't modded to your liking yet. I don't see how that's a valid criticism of the developers of Civ 5, though.
Odd, I'm pretty sure he doesn't (at least as long as he's so categorical about seeing his interpretation of "sequel" as the only one possible).If you look around on the world of games, you see lots of examples that don't match his interpretation (despite his claims that it's the "absolutely right" one). Sequels of games have been all kinds of things:
- same game with very few additions, or no additions except new levels (e.g. Doom 2, Heroes of Might & Magic II)
- basically same game with substantial additions (e.g. Civilization IV, Master of Orion II)
- basically same game with some aspects added, others taken away, and an updated database (e.g. FIFA manager series)
- same general type of game in the same setting, but plays totally different (e.g. Fallout 3, Master of Orion III, Lords of Midnight III)
- totally different type of game (e.g. Star Control 2)
- reboot / simplification (e.g. Ultima VIII, Heroes of Might & Magic 4, Quake 3)
This is not even a new phenomenon (as you can see by some of the names listed above). What a number n+1 behind a franchise name actually signifies has been very different in lots of franchises, for as long as video gaming exists. (I can bring examples from the 70s if someone really wants to read them.)
Now, if Akka thinks, there's only one valid interpretation of "sequel", then he's welcome to his opinion. However, if he bases his decisions (i.e. whether or not to buy a game) on this expectation, then he'll make many decisions he'll later regret, because imho his opinion doesn't reflect the reality very well.
The way I see it, Firaxis had very little choice in how to tackle the post-Civ IV iteration of the series. Civ IV had plenty of mods to accommodate every conceivable play-style: streamlining; balancing; historical flavour; entirely new games (FFH and several other notables). Civ IV could probably live on for another decade or two just by the variety and creativity of its modding community.
Improving upon the template of Civ IV + BTS is the modders' job, not that of the Civ V development team. What they provided instead was groundbreaking changes to the very way the game is played (hexes, 1utp, global happiness, unit maintenance, limited resources, and embarkation being the most notable). So rather than competing directly with a huge community of talented modders, they are providing those modders with a fresh foundation upon which to build the legendary mods of tomorrow.
Dale, have you actually read the thread before offering your summary?
Well, this reasoning is faulty - and false.
Games don't exist in a vacuum, especially sequels, which are, by DEFINITION, dependent on their previous iterations.
You judge a game compared toward what already exists - it's why we don't see anymore games in VGA mode, or game with "bips" as their only sounds, because the standards have risen.
If you make a sequel, it's EXPECTED to be compared to the previous iteration. That's the POINT of a sequel. Sequel, okay ? SEQUEL. That's pretty much the definition, something defined by its predecessors. Again, if you don't want to draw comparisons, don't make a duh-sequel. Make an entirely new game.
If you don't expect a SEQUEL to be compared to the PREVIOUS ITERATION, then the problem lie in your faulty expectation, not in other very NORMAL expectations.
I have a hard time believing that I have to explain why a GODDAM SEQUEL justly bring expectation compared to the previous iteration...
You have to admit Akka does have a point, though. "Sequel" by definition implies a progression or continuance from an earlier work. That's not a matter of opinion or perspective, really.
I look at it this way: if they'd called it "Civilization: Tactics" or something similar, the fans would still love it just as much as they do now, and the people who are disappointed probably wouldn't be. BUT - those folks probably wouldn't have bought it sight unseen, either. Therein lies Firaxis' problem.
It's not that the game sucks or anything; it doesn't. It's a decent game on it's own - not one I personally find very engaging (at this point, hopefully that'll change) - but IMO, you can't simultaneously call something a "sequel" while trying to sell it as a "reboot" or "a new direction."
Odd, I'm pretty sure he doesn't (at least as long as he's so categorical about seeing his interpretation of "sequel" as the only one possible).If you look around on the world of games, you see lots of examples that don't match his interpretation (despite his claims that it's the "absolutely right" one). Sequels of games have been all kinds of things:
- same game with very few additions, or no additions except new levels (e.g. Doom 2, Heroes of Might & Magic II)
- basically same game with substantial additions (e.g. Civilization IV, Master of Orion II)
- basically same game with some aspects added, others taken away, and an updated database (e.g. FIFA manager series)
/- same general type of game in the same setting, but plays totally different (e.g. Fallout 3, Master of Orion III, Lords of Midnight III)
- totally different type of game (e.g. Star Control 2)
- reboot / simplification (e.g. Ultima VIII, Heroes of Might & Magic 4, Quake 3)
This is not even a new phenomenon (as you can see by some of the names listed above). What a number n+1 behind a franchise name actually signifies has been very different in lots of franchises, for as long as video gaming exists. (I can bring examples from the 70s if someone really wants to read them.)
Now, if Akka thinks, there's only one valid interpretation of "sequel", then he's welcome to his opinion. However, if he bases his decisions (i.e. whether or not to buy a game) on this expectation, then he'll make many decisions he'll later regret, because imho his opinion doesn't reflect the reality very well.
In that case you seem to have a very low esteem of the newspapers' ability to find a true and fitting headline for an event.Yes I have.
Seems like you quite a bit misunderstand my point - considering the back-and-forth bickering, it's not really surprising that it becomes muddied, though.Now, if Akka thinks, there's only one valid interpretation of "sequel", then he's welcome to his opinion. However, if he bases his decisions (i.e. whether or not to buy a game) on this expectation, then he'll make many decisions he'll later regret, because imho his opinion doesn't reflect the reality very well.
Hello, that was exaclty the POINT : I was not saying "a sequel is something that improve on something previously made", but "it's logical to EXPECT a sequel to improve on the previous iteration".Same thing to say to you. I think about the most basic definition of sequel is "something which follows something else". Putting in qualifiers of "must improve on something else" is entirely a construct of expectations that, to put it frankly, a lot of people have.
Hu, why improving in Civ4+BtS should not be the work of the dev ?Improving upon the template of Civ IV + BTS is the modders' job, not that of the Civ V development team. What they provided instead was groundbreaking changes to the very way the game is played (hexes, 1utp, global happiness, unit maintenance, limited resources, and embarkation being the most notable). So rather than competing directly with a huge community of talented modders, they are providing those modders with a fresh foundation upon which to build the legendary mods of tomorrow.
In that case you seem to have a very low esteem of the newspapers' ability to find a true and fitting headline for an event.![]()
Now, of course, variations can (and do) exists. But the above basic expectations are simply logical and normal, and as such it's pretty absurd to argue against them.
Now, of course, variations can (and do) exists.
Perhaps it is even somehow the result of constant marketing hype that gamers adopt this mentality that video games are constantly improving. I'm sure a lot of people on this forum can relate to thought of one of their favourite video games (or any entertainment experience) happening 10 years or more ago. Marketing is always focusing on the 'better', that eventually when a sequel comes along that doesn't try to boast that it's better than what came before, instead it is just the assumption that gets applied by the fans that it's supposed to be 'better'.
- The concept of "sequel" itself isn't up to discussion - it's a definition after all. It's a continuation of a previous work, be it a narrative follow-up, a consequence of the like.
The point is that no one does argue against the fact that "expecting improvement" is one valid way of approaching a sequel. Actually, the only person in this whole discussion who continually tries to tell people that their approach to sequels is "false" and unreasonable, is you.- The acceptable expectations that people get are a direct logical consequence of this definition. If A is a follow-up of B, then it's normal to expects it to be at least an attempt at improving B and to be somehow similar.
Now, of course, variations can (and do) exists. But the above basic expectations are simply logical and normal, and as such it's pretty absurd to argue against them.
I never said variations didn't exist. I said that it's expected and normal to compare Civ5 against Civ4 plus expansions, and that no case can be made about comparing Civ4 vanilla to Civ5 vanilla.That is all I was saying all along. Glad you finally realized this.
I started modding it, but I soon had to accept that modding is strongly restricted here.
Besides changing some values like strenght of units or food from tiles, there is not much one can do.
(I'l put a personal prophecy here: You will soon see the number of new mods decreasing, because at one point, everything that can be modded will already be modded. There really isn't much possible in Civ5.)
The way I see it, Firaxis had very little choice in how to tackle the post-Civ IV iteration of the series. Civ IV had plenty of mods to accommodate every conceivable play-style: streamlining; balancing; historical flavour; entirely new games (FFH and several other notables). Civ IV could probably live on for another decade or two just by the variety and creativity of its modding community.
Improving upon the template of Civ IV + BTS is the modders' job, not that of the Civ V development team. What they provided instead was groundbreaking changes to the very way the game is played (hexes, 1utp, global happiness, unit maintenance, limited resources, and embarkation being the most notable). So rather than competing directly with a huge community of talented modders, they are providing those modders with a fresh foundation upon which to build the legendary mods of tomorrow.