The Failure of Civ 4

bluemethod said:
As a game developer, I'm predicting that Civ 4 is not going to be successful as a game. It's designed to appeal to hardcore fans of the series, who on their own don't have a good view of what makes a game actually playable. Modding, as you can see from this forum, is going to result in little more than laundry lists of features that add little or nothing to the gameplay. The reason I'm posting this here, in the ideas forum, is that I hope someone, either the developer or enlightened modders, will realize that there's still hope for this game.

There are three main elements of Civ 4 that are going to make it an obscure, fans-only affair: linearity, determinism, and political correctness.

Linearity: The Civilization series has always differed from history in this important aspect. History is cyclical. History shows that anyone has a chance of winning in the end. In Civ 4, you're not going to see that. There's going to be 'permanent alliances', which will encourage worldwide dominance. In historical terms, the game needs some mechanism for an American Revolution or American Civil War in order to be consistent with how reality works. In gameplay terms, that very mechanism would encourage smart strategy and diplomacy. It would prevent a situation in which players that start out slow, or have a difficult early game, from having a hopeless, unenjoyable experience.

Determinism: Civ 4 is going to see an increase in the greatest weakness of the series. Whichever player starts out winning will inevitably win in the end. The same factors that lead to military dominance also lead to cultural and religious dominance. How exactly you win isn't really important: if you have the highest number of the most productive cities, you can churn out military units, cultural buildings, wonders, or missionaries. There's no chance for a weaker civilization from coming back from the brink of destruction and getting to the point where it might win.

Obviously, this point is closely related to linearity. In the real world, civilization began in the Iraq-Kuwait area. In Civ terms, you could call it the Babylonian civilization. What's happened in the Middle East for all this time? It's been conquered by a variety of other civilizations, but now it's asserting itself, and also has a high degree of wealth and power, due to trading a rare, strategic resource. In game terms, it just isn't possible for this to happen. Once a civ is conquered, it's gone forever. Not only that, but Civ 4 is going to balance resource allocation, making it essentially a meaningless feature, since there will be no rarity or strategy when dealing with resources.

Political Correctness: It's funny how game developers who try to act PC end up coming across as the most insensitive. I shouldn't even have to mention how successful GTA3 and The Sims 2 are, despite (or because of) having a high degree of offensive content. Firaxis has dropped the ball on two great features: religion and terrorism.

First, though, here's the thing with TRYING to be PC: it doesn't work. People talk about how it's such a big deal that Civ 4 is going to have slavery. Guess what? It was in Civ 3! What do you think it is when you capture someone's settlers? Gee, here's this unit that I captured with military power or blackmailed from my enemy diplomatically, I know it represents a chunk of population, and I'm going to make it work indefinitely, without pay. Not only is slavery in Civ 3, it's an extremely useful strategy, and every advanced player here knows that they've used it. Meanwhile, the only black civilization in the game is portrayed as the most primitive, complete with a dehumanizing Zerg rush strategy built-in.

Firaxis has decided to have a half-dozen religions in the game, each of which act identically, because they don't want to offend anyone. I guess all the other religions in the world, throughout history, don't really count as 'real' religions to them, since they aren't major modern religions. Each religious viewpoint is equally valid, as long as it's popular and current, right? A better idea than their off-hand misrepresentation of religion is to have the development of religion by category. You get animism, pantheism, polytheism, monotheism, and some others. When you develop the religion, then you get to choose the name. That way, each religion can have it's own effects, rather than just be a meaningless name.

Terrorism, on the other hand, is more than just about having respect in the representation for something important in human lives. Terrorism is a vital strategy for weaker nations to deal with dominant ones. Without it, the only way to compete is through raw power. See where I'm going with this? The game becomes more linear, and more deterministic. I'd have it so that, after the development of the UN, other nations can produce militant units. These units, acting like diplomats or missionaries (but with even more freedom of movement), would be able to attack cities in the same way that a diplomat can engage in espionage. A terrorist attack would create 'fearful' citizens (from happy citizens, on the way down), which would act as unhappy citizens, except that they could not be pacified except through the passage of time.

I've gone through most of the big problems of Civ 4, and the solutions aren't really that complicated. There needs to be a way for civilizations to split, so that smaller, less powerful civs can compete against huge empires. There also needs to be a way for completely conquered civilizations to exist, in order to allow them to assert themselves later (like real-world France, Germany, or Japan). Real history is ugly, and Firaxis needs to stop dodging it, or they'll just look like they're inconsiderate. Terrorism needs to be included. Religion needs to be handled with some dignity, instead of saying "yeah, this'll make the hardcore fans happy." As for other details, like overpopulation, concentration camps, and however they're bound to mishandle the expansion of slavery, I'm not yet conviced that, while they would enhance realism, they would enhance actual gameplay.

For some of these features, Firaxis will hopefully pay attention. For others, it's bound to be left up to modders. I hope that someday, Civ 4 will be a good game, that will be worthy of play.

I agree, but my big consern is Y DID THEY TAKE OUT GERMANY!!!!!??????
 
the havent...at all..there on the list of 18 civs. dont worry your signature may still be right..but then again..so may mine lol :)
 
warpstorm said:
Briefly mentioned, in the opening sentence. This is a ploy to give it more credibility to the following text. This is known as "Argument From Authority".

This is not to be confused with "Argument From False Authority", for example, "I am not an artist, but I play one on the internet".

Your assumption, for which you choose not to take responsibility.
 
10Seven said:
Your assumption, for which you choose not to take responsibility.
10Seven, whether he meant it to look like that or not, the fact of the matter is that it probably didn't help people to avoid taking offense to his argument. I've learnt the hard way that you have to be careful about how you say things, because even if they are taken out of context you've only got yourself to blame for letting it happen that way.
 
Belcarius said:
10Seven, whether he meant it to look like that or not, the fact of the matter is that it probably didn't help people to avoid taking offense to his argument. I've learnt the hard way that you have to be careful about how you say things, because even if they are taken out of context you've only got yourself to blame for letting it happen that way.

I've had a recent experience of something I've said being taken so out of context - in this I think your point a good one - there seems, however, a balance where one is responsible for how one communicates, but not for how people choose to interpret.
 
Okay, I should have said "this is commonly a ploy". It is so common a ploy in Fallacious Argument that it has a name. It is worth learning the various forms of Fallacious Argument so that you can recognize them in your readings. It's amazing how much FA there is Internet Forum arguments.

A very good list of the forms of Fallacious Argument can be found at:

http://www.don-lindsay-archive.org/skeptic/arguments.html

(Note, I didn't start this post with "As a game developer,...", even though I could have. :D )
 
Guys, Guys, Guys and Girls, dont forget, CIV 4 is/will be a game, not real world :)
Linearity is the easiest way to program a game! I say it from personal experience!
I hope they make it really moddable and to be able to change how things work or to be able to mod-fake them :). That way linearity can be avoidable :). I hope so!
Let's give the game a chance and history will take its toll :) We will talk about this after playing and modding :) Dont fry the fish before you catch it :)
 
warpstorm said:
A very good list of the forms of Fallacious Argument can be found at:

http://www.don-lindsay-archive.org/skeptic/arguments.html

(Note, I didn't start this post with "As a game developer,...", even though I could have. :D )

Thanks for the link - I considered the argument some more and feel that it was not unfair assumption - while I thought it was so briefly mentioned, I didn't consider it's prominant position...
 
i don't think it'll be a failure, but i am sceptical about its chances of being as big as civ3. now most people are looking for an advanced ai, one who thinks at least a bit like a human would, one who would calculate the risks and gains of every action - not just blindly doing something like ai's in civ 3 do. we are looking for an ai better in warfare, better in diplomacy, and someone who is looking to win the game rather than just surviving. also many people wanna see a better trading system. i don't want to see a single source of iron supplying all the needs of the entire nation. countries may have many iron mines, and they still might have to buy it from others. this is not how it is in civ3. i want the prices of goods determined by the demand/supply ratio, not just something the ai is willing to give (or take). so if we have quantitative resources/goods, we can't buy everything we want, but we have to compromise. also i don't like the idea that all tiles in your empire produce gold - we never really need to trade in civ3 to advance our economy - all we need to do is develop the land, and even that doesn't cost any money. i hate the fact that a warrior requires as much gold as an aircraft carrier does for maintenance. this needs to be changed. every unit needs to have different costs.
i wanna see all these changes made in civ 4. personally, i don't care so much about all the graphics, and 3-d views and the globe view as i do about the above mentioned things. i don't know if civ4 is going to have these changes - and i doubt it will. so it is very possible that we might end up playing civ 3 with civ 4 graphics.
 
My thoughts.........

Linearity - Only after an agonizingly long time on these forums I realized that Civilization is ultimately a game, and not a simulation. A civilization simulator would not necessarily be more detailed, but would not have score. Multiplayer would be multiplayer simulation, not game. You would have a definite role as the leader, spirit, etc. of the civlization. Because Civlization is a game, it must be designed to be fun first, realistic second.

Determinism - I do have to agree that what determines power in Civ never changes. Historically shifts in what determined power have accompanied major shifts in power. Those civilizations and nations who saw ahead and planned for the shift came from behind to ahead. Technology should not feel like upgrades but rather change the way you can deal with problems in your civlization.

Incremental Developement - I always thought Epic Games did well with upgrades and releases for Unreal Tournament(not the sequels). They did have Gold Editions, with upgraded content and programming, but all this content was also free online. My suggestion is that Firaxis take the chance and not charge for expansion packs. Instead they repackage and release upgraded 'gold' editions every six or twelve months. New players might be hooked by their friends into getting versions that do not require 20 patches to play with everyone else.

Cydonia or Bust - The verdict on whether Civ 4 will be good is still out. However its commercial success is almost as guaranteed as that of Doom 3. Be wary that Daikatana also looked to be great. There are many encouraing signs in this regard. First is that the game is being written from scratch. Second is that religion is being used in a role that seems strategically useful without being overpowered. Third, it is being designed with modding in mind.
 
Can't it be both a simulator and a game?

Rewriting the game from scratch is not an unambiguous good. In any other area of the software industry, rewriting your software from scratch for each new version would be an unmistakable sign of incompetence. I realize the game industry works on different rules, but I also realize the game industry plays it a little fast and loose as well.
 
apatheist said:
Can't it be both a simulator and a game?

Rewriting the game from scratch is not an unambiguous good. In any other area of the software industry, rewriting your software from scratch for each new version would be an unmistakable sign of incompetence.

Simultors and games have different primary goals in mind. Simulators primary goal is to model a situation with fidelity. Games primary goals are to make it enjoyable. This is not to say there is no overlap but you have to pick your target. (PS - simulators don't sell that well if fidelity comes before fun).

Rewriting the game from scratch is a sign of incompetence, but not on the part of the rewriter. Look to who wrote the previoous version(s).
 
warpstorm said:
Simultors and games have different primary goals in mind. Simulators primary goal is to model a situation with fidelity. Games primary goals are to make it enjoyable. This is not to say there is no overlap but you have to pick your target. (PS - simulators don't sell that well if fidelity comes before fun).

A good example of that is the Total War series. They appear to be warfare simulators at first, but make many simplifications and generalizations in the interest of fun. It is also a game series where modders have added more complicated and simulatoresque elements. This is the ideal situation because often the die-hards more often than not visit the modding and fan pages compared to more casual players.

Warpstorm said:
Rewriting the game from scratch is a sign of incompetence, but not on the part of the rewriter. Look to who wrote the previoous version(s).

Also consider, if I am correct, that Civ 1 through Civ 3 were based upon the original programming from Civ 1. There is only so much that system can be extended and upgraded. Sometimes it is necessary to start over and design from today's possiblities instead of those of ten years ago. Incompetence would be a new code base for each version, but once every three iterations is probably adviseable.
 
warpstorm said:
Rewriting the game from scratch is a sign of incompetence, but not on the part of the rewriter. Look to who wrote the previoous version(s).

That's true. In other parts of the software world, the publisher and developer are identical. That Take Two owns the Civilization franchise (and previously, Atari and Microprose) makes it more likely that the development will begin anew with each version.

sir_schwick said:
Also consider, if I am correct, that Civ 1 through Civ 3 were based upon the original programming from Civ 1. There is only so much that system can be extended and upgraded. Sometimes it is necessary to start over and design from today's possiblities instead of those of ten years ago. Incompetence would be a new code base for each version, but once every three iterations is probably adviseable.

If that is indeed the case, then I stand corrected. No codebase can live forever.
 
It is true that the code base goes back to before they left Microprose.
 
How can you say that it will fail, if you don't know the conditions yet?
 
Back
Top Bottom