Jon Shafer posted an article
Wow!. just wow!
I didnt read it all, but what I did read seemed like one big apology for the design flaws of Civ5.
Jon Shafer posted an article
He seems to be referring specifically to the visual interface.
This will allow us to use far more processing power than we could otherwise, while keeping end turn lengths short to boot.
This meant they floated from one "strategy" to another without any real cohesion behind those decisions. This approach is nice in theory, but if you want a strong AI there are times when you need to force it to behave in very specific manner.
This means a much simpler AI system, which in turn will result in a much stronger opponent.
Speaking of which, what about combat in ATG? Well, for one thing the game will allow for stacks of units!
The main reason for this is one of my high-level goals for the game. As I touched upon earlier, ATG is designed to be a strategy title which takes place primarily at the strategic level, rather than the tactical.
I find this very cynical: He defends his decision of implementing the 1upt in Civ5 (A classic strategy game) and then say that he is using stacking in ATG because he wants a strategic and not a tactical game... HEY DUDE, CIVILIZATION I-IV were the epitome of Strategy games at their respective times. Why in hell did you wanted to change Civ to a Tactical game then? I think he really messed up that one.
I didnt read it all, but what I did read seemed like one big apology for the design flaws of Civ5.
On a side note, I am not a technical expert in programming obviously, so I have a question: why is it that *non-animated* 3d models take up so much processing power that the turn times become enormous?
Let's just hope the guys at Firaxis take notice...
They get redrawn every frame; it basically doesn't matter if they are animated (providing that the animation doesn't want fancy particle effects, etc) or not.
(in fact, you'd probably say that many Firaxians justify their employment on the basis of finding problems to rectify)
(in fact, you'd probably say that many Firaxians justify their employment on the basis of finding problems to rectify)
It was a mistake, like many of the other mistakes he described.
But you're wrong. Civ I and II were not at the epitome of their strategy times. Back then, SSG was still making elite-class TBS Warlords games and we had HOMM II and III. Civ IV is the only TBS that thoroughly trounced all other TBS in its era. That's due in part to its design depth and in part to the complete disappearance of the TBS warlords series/disbanding of SSG and HOMM going south, with nothing to replace them.
For example, civ II's UI was pathetic compared to warlords II and it had barely if any more strategic depth (gogo ICS! Hope you like moving units 1 at at time!).
Matter of taste, I always loved Civ. Since Civ1 it was lots of fun and countless hours of gaming, same with Civ2. Of course if you look at them from today's perspective they were very primitive, but both games were a big success, and they won many awards and secured places in all sort of "best of" lists.
The nostalgia glasses are very strong on civ II. It is not civ IV, and it isn't even close to civ IV. To claim otherwise undersells just what the IV dev team did for this franchise.
Homm have nice fantasy graphics but i playing Homm since homm1 and civ since civ1 and i personally think that Civ series is alot better then Homm.A lot of these "awards" are superficial bullcrap just like the review ratings given by joke publications like game informer. That was even more true in the 90's when name recognition was an even greater factor than now (now we can scout games before buying them much more easily, and give opinions of them more easily).
Warlords 2 had stacking, arguably superior pathing to civ FOUR (but certainly miles ahead of civ 2), ran at a good speed, had working hotkeys for almost all basic tasks, and comparable turn-to-turn choice counts. It was a different game in that it's a pure war game within the 4x genre, but it was mechanically better in every way and had more depth.
Pre-civ IV can't compete with the HOMM II-III depth either, though that's less fair because IIRC HOMM iterations were released a bit later than civ iterations, timewise (except V and VI which came earlier). Civ IV has more depth, but is almost its own animal as despite all of its flaws the design itself is lightning in a bottle.
Basically if you wanted to play civ in the time of 1-2 then you had to move dozens of units individually every turn, while there already existed games that ran more seamlessly and had more strategic depth.
The nostalgia glasses are very strong on civ II. It is not civ IV, and it isn't even close to civ IV. To claim otherwise undersells just what the IV dev team did for this franchise. You had roads, irrigations, and mines in civ 2! The optimized approach to a game practically never varied (ICS), and the tactical element of war was quite minimal compared to games designed around war (but that still had some econ).
Bad as V is, without time adjustments it's easily the 2nd deepest game in the series and even with its pathetic UI it's still either 2nd or 3rd, even if it's 5th in engine vs spec quality.
Homm have nice fantasy graphics but i playing Homm since homm1 and civ since civ1 and i personally think that Civ series is alot better then Homm.
Speaking of taste, I always liked HoMM2 more then HoMM3. I actually liked HoMM5 with it rebuilt skills/abilities system, still don't have same feelings like these with HoMM2. Partially due to becoming older, I guess.
But of Civ1 and Civ2 - these were clearly brilliant for their time. If I understand correctly, you liked Warlords more at the same time, that would be your personal preference (even with all these better UI, been noted by you like bazillion times already).