Civilization IV Discussed As GDC Slides Released
Thanks to Evil Avatar for pointing to a CivFanatics news post discussing new information about Civilization IV from this year's Game Developer's Conference in San Jose, recently released online as a PowerPoint slideshow. Apparently, the in-development Firaxis PC strategy sequel, not yet officially revealed, features "Continuous, immersive 3D world (what-you-see-is-what-you-get)... Drop unfun legacy (pollution, rioting, maintenance, corruption/waste)... New killer features (religion, civics)... RPG elements (unit upgrades/experience)... Coding from scratch (multiplayer, mod-friendly)", with the important note from lead designer Soren Johnson: "Can still take over the world!" There are also a host of other GDC slides/lecture notes now available on the official site, including "Winning the Race Against Pirates And Crackers: Next Generation Copy Protection" by Erik Simon (PDF), and "Managing the Hydra: Successfully Running Multiple Projects in a Videogame Studio" by Dr. Greg Zeschuk of BioWare (DOC, PPT including some fascinating graphs.)
No pollution, rioting, maintenance or corruption/waste? If they're ditching classic elements like those they'd damn well better be ditching the crappy new "resource" system they came up with for Civ III. I don't want to hunt the world for a "silkworm square" before the game lets me build a musketeer, or whatever the hell it tried to make me do.
A lot of what the first slideshow says is already available in Rise of Nations from Microsoft Games. However I fon't know if its their plan to make CivIV real time or turnbased.
-- I don't buy it, I grow it.
Erik Simon's slideshow was really enlightening. It seems like the game industry is finally starting to realize that there are better methods to prevent pirated copies of games appearing in such time periods. The current copy-protections used are easily crackeable, and are usually more of an annoyance to legitimate customers than the pirating scene.
In his slideshow, Erik actually talks about the scene and how they function. It's nice to see that he is making an effort to understand how the enemy works, in order to develo pbetter methods to beat them.
Erik also makes an interesting observation. He says that there are only 12 people world-wide actual capable of cracking new protection codes in the "scene". That number seems a bit low, but I wouldn't be surprised if it was accurate.
Bioware's slideshow makes a strong emphasis on treating its employees with the proper amount of respect and courtesy. They use rewards to encourage good behavior, and keep all their employees informed of any major events involving the company. It's good to know that some companies out there still make an effort to treat their employees properly.
If it's anything like or better than CIV III I'll be able to add to my list of games that helped me alienate friends. YES!
"It'll destroy you if you try to make it mean anything to anyone but yourself." - Henry Rollins
I applaud them for having the guts to make some major changes to the franchise, as opposed to 'let's not fix what's not broken, make some new graphics, sounds, levels, and call it a sequel'.
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However, I'm praying to God that they don't make it real time. Civ series is one of the few last examples of turn based strategy games done exceptionally well. I'd hate to see it become another RTS clone
"Drop unfun legacy (pollution, rioting, maintenance, corruption/waste)" I will admit that these aspects were not the most fun parts of the game, but they did add to the challenge of trying to balance foreign and domestic affairs. Thats leads me to two different tangents. Games are not interesting if they are not challenging. Sure it may be fun to zip through a simple game once, but you are not going to want to play it again. I have been playing and replaying Civ for 12 years. Secondly, maybe we need to send a copy of Civ to the Whitehouse as a learning tool.
Apathy...make it a way of life.
Drop unfun legacy (pollution, rioting, maintenance, corruption/waste)
Each one of these wasn't that bad. The problem is they didn't give you any really good pollution cleanup or reduction tech. What 2 buildings will magically fix all our pollution needs? Nope. They needed a much wider tech tree that allowed you to discover/invent 5-10 buildings that would cut your pollution to near zero. Rioting was bad. The bad thing about it was that it stopped production of what ever you were building. Of course if it didn't do that, no one would care. I guess it would be nicer if they had 3-4 rioting levels. Instead of just stopping production, they could have protests that would extend the production time alittle. Other than rearrange people you the only option you was to build religious institutions, and some entertaiment centers. I guess having "riot prevenation" units would help. The problem with how they have traditionally done it though is that a military unit can't really be moved out of a city in a democracy with out a percentage being unhappy. There weren't really that may options other than over build troops or buildup temples and such.
Maintenance come on everything built needs maintenance or it degrades and becomes useless!
Corruption/waste this is I agree is a PITA. Other than a court house and the forbiden palace you really didn't have any corruption reducing buildings or units. The same goes for waste.
Each of this could be fixed by having several special units that help reduce the effect. Think maybe a actual Jester unit to reduce unhappiness, or a Judge or Court offical to reduce corruption rather than just the buildings.
Resources were the best idea the Civ series has come up with in a long time. All of a sudden instead of invading neighbors to invade boredom, you have real reasons pusing you - they have resources you need.
And just like in real life, if your empire was blessed with an abundance of resources, you become powerful. If there are any problems with the resource system and its fundamental lack of "fairness", its that it made the game that much more an approximation of the lack of fairness that real nations encounter.
Police Units - check.
Multiple pollution/ecodamage reducing structures, check.
Methods of not having drone riots beyond increasing luxuries/psych, another police unit, or building entertainment, check.
Wider tech tree - check.
Corruption reduction - check.
Waste - doesn't exist.
Sounds good to me, what about you?
Sid Meier's Alpha Centauri fits all of those requirements... sure, it is older than Civ 3, but in my opinion it is vastly superior.
--- Ãther SPOON!
Am I the only one who didn't care for Civ 3?
I like the genre, and Alpha Centauri is still one of my favorite games of all time. After spending countless hours playing that I was expecting more out of Civ 3.
Sure, we're talking about a sci-fi vs. historical strategy game, but still... I'd be interested to hear any opinions on why Civ 3 might've been a better game than I gave it credit for. I thought the culture system was cool, but in so many other ways it seemed like Firaxis took a colossal step back from what they'd achieved with AC.
That's one of the problems I had with Civ 3. The wonders didn't seem especially powerful or important. Even if you could build them and beat the other civilizations to them, you might not even want to.
Compare that with Civ 2 or AC, in which there seemed to be much more urgency to winning a few key wonders (or in AC, whichever secret projects your particular faction really needed). Maybe not so much in playing a low-difficulty one-player game in which it would be possible to build every wonder, but in multiplayer or at the highest levels of difficulty it's another story entirely. The wonders race adds something to the game.
I love Civ III but hated the way nukes worked in the game. They didn't prevent people from going to war against you. You'd use them, then others would declare war on you. On top of that, using nukes caused just pollution which then caused global warming! How about adding radiation which can't be cleaned up and goes away within time. I can't wait for Civ IV, hopefully I can catch up on all my reading before that happends.
Personally, I'd like to see MORE real-world issues added to Civ:
How about making resources be NEEDED, rather than simply nice - what if you HAD to trade with (and thus be at peace with) that other country to trade for oil, or else all of your tanks stop working? What if you HAD to trade for uranium or all your city's nuke plants shut down (and pollution skyrockets).
How about making things like water and electricity issues for a city - not enough power and your fancy electric mines stop producing? Not enough water and your farms dry up?
What if you could build aquaducts between water sources and where it is needed? (but defend those or the enemy will shut them down, and then see previous paragraph). What is you could build power lines so that the cities with excess power could help the other cities out?
What if you could caravan food from places with a surplus to places that needed it? What if you could poach your enemy's caravans for food?
CivCTP is my crack cocaine - I start a game and next thing I know it's three AM. But you really cannot do diplomacy against the AIs - they have no reason to trade. Make it a bit more like the real world - if the Zulus need chromium and I have all the chromium mines, then no matter what their prediliction towards war, if they want to build their railroads they'd better not piss me off!
www.eFax.com are spammers
Agreed. I suddenly had to start wars because I needed saltpeter or horses, or I had to have some spice so I could trade for iron. It gives wars purpose.
Was that night on the marge of Lake LaBarge I cremated Sam McGee...
Not only does it give wars purpose, but it gives diplomacy a purpose other than starting/ending wars. Trying to figure out what you can trade with another Civilization (usually removed from your own - close neighbors typically don't want to strengthen you) for that extra coal they've got sitting around, then building railroads and factories as quickly as possible, can be really fun - my personal favorite is trading for rubber to build infantry units and then repelling an attack from the very civilization that provided me the resource. Those kinds of scenarios made the game for me.
I remember reading once (must be a couple of years ago) that Sid Meier had a plan of producing a trilogy that combined civ, alpha centauri and a sequel or prequel (Sid did not give details). So, after winning a space victory in Civ, you would go on to play SMAC with the same civilization, and other civs would slowly join you in outer space. The sense of accomplishment and continuity would be tremendous.
I am aware that this is a balancing and playtesting hell, but it is an excellent, superb and beautiful idea! The dream for strategy gamers! Has anyone else heard more stuff about it?