While I agree with the author that most games take too long to finish (whether by too many clicks or not), I certainly don't agree with a lot of his argumentation.
Well, this article is 5 years late then! He should have really bought Civ4 to make some comparitive statements. True, the 3D engine put me off when I read about Civ4 in the beginning, because I really didn't feel Civ4 would need it. But I bought Civ4 anyhow, because I'm a tiny bit of an addict
But he just assumes that a 3D UI takes just as many clicks. While he's harping about improving UI's (and the magic number 7), he doesn't come up with something actually helpful and refuses too look at the current Civ4 UI.
One of the biggest annoyances for me about Civ3... Wat pops to my mind are all those popups... "Civil disorder in City 77". "We want an aquaduct/hospital". Overflows of food/production/research that would get lost. The inability to do anything useful with a remotely conquered city. These thing already removed a lot of the tedium. Also now in Warlords, the Vassal states (still having their quircks), it removes a lot of the tedium to conquer all your opponents completely. Civ4, although it has a 3D UI
, is for me one of the best civs ever. And the progression Fireaxis made with it, certainly removed quite a bit of the tedium.
What example did the author use for the Civ3 tedium? Building parallel railroads. I find that a really bad example. I just stacked a bunch of workers together and let them build from A to B. Automating roads/railroads was actually one of the things automation didn't mess up completely...
To come back on 3D engines. A few years ago, Locomotion, a successor to transport tycoon was released. I found that quite a good game. It's UI had the feel of a typical DOS/VESA mid-nineties game. What kind of review did the game get in the beginning... A 1 by most gaming review sites (although some gave it a 9)!!! To go 3D or not is not an option nowadays. It's compulsory!
It seems the author has a kind of fobia against 14-years old...
First of all, a lot of the games (especially strategy games and such) are marketed towards and older public (20-35). They have more money than 14-years old and are a more interesting audience. The latter part of this statement is just nonsense.
Also, to generalize that the major skill of 14-year-olds is to generalize that they can click fast and therefore they win...
Well, let's face it, some of these kids are just excellent players! And time matters when you play online games. Or you should try playing by email, if you don't like that.
The author likes to make some comparitive statements to chess. I'm quite a good player myself (if I may so...). But there are occasions where you play against 14-year-olds. And yes, some of these games I lost... To speak of the laughter and taunts of my teammates... It's just as well that another teammate did lose to a girl...
Eurrrmmm...
I still remember the time when I was 14 year and did win against someone twice or trice my age. The disgruntled look on their faces...
Back on topic. Bad players don't drive away good players. I would say. Sore losers are bad players. It's a game.
I don't want to go in too much technical discussion here (seems not the place). I agree with the author that physical objects in the game don't need to be the same as the code objects. But a verb (as he calls it) should never be an object. It's just bad OO design (shows old habits of functional programming). Though many OO programmers mave the tendency to make objects far too static, there are much better methods (forgive me the pun) to make them interact together.
In short, I agree with the point of the article but not with the reasoning. And also giving gamers 7 UI interface objects (though 7 appears to be the magical number in UI design), seems not the way to go, it's not a TV show...
You may wonder why Im talking about Civ III, when Civ IV has been out for months. I never bought Civ IV. Id been waiting and hoping for a more playable Civ. What finally arrived was a Civ that takes just as many clicks, but with a new animated 3D UI.
Dont get me wrong Civ IV has important new gameplay aspects. Firaxis did far better than companies who create some new units, artwork, and cut scenes, and call it a new version. But I didnt stop playing Civ III because I was tired of the game, or because it
Well, this article is 5 years late then! He should have really bought Civ4 to make some comparitive statements. True, the 3D engine put me off when I read about Civ4 in the beginning, because I really didn't feel Civ4 would need it. But I bought Civ4 anyhow, because I'm a tiny bit of an addict
But he just assumes that a 3D UI takes just as many clicks. While he's harping about improving UI's (and the magic number 7), he doesn't come up with something actually helpful and refuses too look at the current Civ4 UI.
One of the biggest annoyances for me about Civ3... Wat pops to my mind are all those popups... "Civil disorder in City 77". "We want an aquaduct/hospital". Overflows of food/production/research that would get lost. The inability to do anything useful with a remotely conquered city. These thing already removed a lot of the tedium. Also now in Warlords, the Vassal states (still having their quircks), it removes a lot of the tedium to conquer all your opponents completely. Civ4, although it has a 3D UI
, is for me one of the best civs ever. And the progression Fireaxis made with it, certainly removed quite a bit of the tedium.What example did the author use for the Civ3 tedium? Building parallel railroads. I find that a really bad example. I just stacked a bunch of workers together and let them build from A to B. Automating roads/railroads was actually one of the things automation didn't mess up completely...
To come back on 3D engines. A few years ago, Locomotion, a successor to transport tycoon was released. I found that quite a good game. It's UI had the feel of a typical DOS/VESA mid-nineties game. What kind of review did the game get in the beginning... A 1 by most gaming review sites (although some gave it a 9)!!! To go 3D or not is not an option nowadays. It's compulsory!
In gaming, bad players drive out good players. In roleplaying games, the bad roleplayers, who emphasize accumulating wealth and power over playing a role well, advance faster and eventually drive out the good roleplayers. In a game which allows control of individual units, adrenaline-filled 14-year-olds who can make three clicks a second will beat more thoughtful players who rely on the computer to implement their plans, because were still a long way from the day when a computer can control units better than a player.
There is a player demographic that enjoys click-fests and micromanagement, and it may be the same 14-year-old males that the game industrys magazines, advertisements, and distribution channels are aimed at.
It seems the author has a kind of fobia against 14-years old...
First of all, a lot of the games (especially strategy games and such) are marketed towards and older public (20-35). They have more money than 14-years old and are a more interesting audience. The latter part of this statement is just nonsense.
Also, to generalize that the major skill of 14-year-olds is to generalize that they can click fast and therefore they win...
Well, let's face it, some of these kids are just excellent players! And time matters when you play online games. Or you should try playing by email, if you don't like that.The author likes to make some comparitive statements to chess. I'm quite a good player myself (if I may so...). But there are occasions where you play against 14-year-olds. And yes, some of these games I lost... To speak of the laughter and taunts of my teammates... It's just as well that another teammate did lose to a girl...
Eurrrmmm...
I still remember the time when I was 14 year and did win against someone twice or trice my age. The disgruntled look on their faces...Back on topic. Bad players don't drive away good players. I would say. Sore losers are bad players. It's a game.
Smalltalk users called objects objects, and, whats worse, they called methods verbs. Ever since, many object-oriented programmers have interpreted the word object as something like noun. I had arguments with other adventure programmers in the 1980s who insisted that a game wasnt object-oriented unless the physical objects in the game were OO objects in the code. When I suggested organizing the code so that verbs in the game were objects in the code, thus enforcing a consistent physics on the game, they said, Objects are objects; verbs are verbs. To this day, we organize our game code, and the user interface, around the physical objects in the game.
I don't want to go in too much technical discussion here (seems not the place). I agree with the author that physical objects in the game don't need to be the same as the code objects. But a verb (as he calls it) should never be an object. It's just bad OO design (shows old habits of functional programming). Though many OO programmers mave the tendency to make objects far too static, there are much better methods (forgive me the pun) to make them interact together.
In short, I agree with the point of the article but not with the reasoning. And also giving gamers 7 UI interface objects (though 7 appears to be the magical number in UI design), seems not the way to go, it's not a TV show...



