Take-Two to Publish Next Civilization Game
An anonymous reader writes "Take Two Interactive announced today that they have acquired the rights to the Civilization franchise. They also announced Civ 4, saying that "Civilization IV will also set a new standard for user-modification, allowing gamers to create their own add-ons using the standard Python and XML scripting languages." Okay, so XML's not a scripting language. But it's nice to see open source tech in a major PC game!" Civ IV will be released under the new 2K Publishing Label we reported on yesterday.
Being able to program the game is geeky and all, but I buy games primarily for the gameplay, so I hope they intend to improve on the game in more ways than just adding a scripting language.
Take 2 and EA seem like they're in a huge arms race for control of the Western video game industry, now...
Remember what happened with Radio? Don't people realize all this consolidation is bad for the industry? Better play as many video games as you still can, they're gonna get a lot more bland in subsequent years.
Firaxis still owns Civilization, and Sid Meier's still the director on the game. Take Two is just taking over the role of Atari/Infogrames and it sounds like they wish to do more with the title than just make PC games.
Civ IV is scheduled to be out in late 2005. Hopefully, it will be.
Human nature is the same everywhere; the modes only are different. -- Earl of Chesterfield
One interesting (and new) moddable feature is the computer AI, I'm sure reading Artificial Intelligence for Computer Games: An Introduction will help.
This is certainly not the first time XML data files are used in games, Ghost Recon has that too if I remember correctly, and players are able to change the wind, bullet speed and whatnot in the game.
Is this going to be the trend in the future? Players pay $49 to license the game engine, and create their own game?
Rock that crushes, Paper & Scissors that don't matter.
Civilization is my favorite strategy game and I still like to play Civ 3 fo rlong periods of time. My wishlist for Civ 4:
1)Good multiplayer
2)More diplomacy and humor
Ican't just think of any other way they could improve an already fantastic game. (apart from of course putting in super fancy graphice so that I will have to skip food for a month and get a new graphics card)
If you love Civ 2 but have never played Alpha Centauri, be sure to give it a shot. I still play it occasionally even today, but I don't play anything in the Civ series any longer. The modifiable military units are great.
...
Never did like Civ 3 myself. Too many boring bombing runs
"If I could live to be several hundred
I could take a walk and really wander, really wonder."
Is it just me or have there been a way above normal level of announcements and agreements and settlements and movements amongst the gaming companies? Makes you wonder what is going on in the boardrooms of these companies, must be pretty buzy.
If they don't give me the source to the program, I don't see what "open source tech" has to do with anything. Windows has open source tech in it too, from BSD, but that's hardly a selling point.
Don't blame me; I'm never given mod points.
Looks like wallstreet likes the decision. Right now it looks like they are up nearly 5%. Should help them bring another profitable game into their portfolio. GTA keeps doing good, but they needed something else.
This is proof that good ideas never die - if you know you have a viable concept, as long as you don't mess with the guts of it too much, you can keep it alive as long as you want. Kudos to the developers for taking their cues from the community in general and realizing that people like making mods for games, so to see one that's mod-friendly (and I'm sure there are others out there - I play a couple of games, but I'm not a big gamer) is a welcome change of pace.
Potentially this could allow for people to make more representative/interesting sets of civilization advances and benefits.
For instance: photography (+sci +happy) allows porn (+happy, opens Jenna Jameson wonder)
---If you can't trust a nerd, who can you trust?
Freeciv already has all this, and a lot more. And the upcoming release 2.0.0 will blow your minds!
I was a big fan of Civ II and I absolutely loved Alpha Centauri, but I did not like Civ III. Why? The waste and corruption was just far too high. (The patches moderated this slightly, but still not to my satisfaction). It ruined the game, IMHO. I hope Civ IV will improve upon this.
To make laws that man cannot, and will not obey, serves to bring all law into contempt.
--E.C. Stanton
To bad your name isn't Monty...then you could make the Monty Python Civilization IV special add-on edition.
ok..I'll go back to my corner now...
If you are reading this, then you are one of those people whom I just can't take seriously.
In other words, there will be no game included and they hope that we, the consumer, will finish their prodcut for them.
"Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
This isn't the first time that Python has shown up in a major commercial game. Vampire the Masquerade: Bloodlines uses python 2.2 (could be wrong on the minor revision number) to handle almost all of its in-game actions. It's interesting to read the scripts and see how the game works, even if it can spoil things a bit.
World of Warcraft allows users to make their own UI mods and addons using a combination of XML and LUA. The only problem (not blaming Blizz because they don't "offically support" it) is good and complete documentation is pretty much impossible to find.
There are plently of places with fragmented documentation but it's still a lot of trial and error/guessing. It also seems mod developers who started in the begining of the beta do not want to share their knowledge.
My advice to Take-Two is this: If you are going to talk it up make sure you document the damn thing.
Looks like Take-Two and Sid Meier will be personally responsible for decreasing America's GDP for the 3rd and 4th fiscal quarters of 2005...
There are a huge number of yeast infections in this county. Probably because we're downriver from the bread factory.
Since when does "extensible" mean the same thing as "open source"? For all we know, they could claim ownership of any derivatives works of their product, making any user-contributed code the property of the game manufacturer. Even if they don't intend to at first, who's to say they're not reserving the right for later? This is more like the "Anti-OSS", if anything: no guaranteed rights.
And I didn't see a reference anywhere to the license that covers mods. Maybe if someone did see it, they can point that out to me.
How did previous mod communities deal with this? Did modders just not care, or did the fact that the game manufacturer didn't claim rights over derivative works from the beginning save it?
Help enlighten us--maybe I'm being too harsh.
Okay, so XML's not a scripting language
:) It's been done before. See the stax project: http://staf.sf.net/
You sure about that?
So while the PC version will be out late 2005, the Mac version will be out two years later, running on hacked-together code that requires a 5Ghz G5 and 512MB of VRAM just to run. Slowly.
You have two hands and one brain, so always code twice as much as you think!
God damn. I forsee many months of lost productivity ahead.
Anyone in the Portland, OR area want to put together a Twelve Step group for Civilization addicts?
"Hello, my name is Bill."
"Hi Bill!"
"I would like to tell you about the time I wore Depends and stewed in my own filth for twelve hours while playing as the Mongols in King mode."
"We've all been there Bill! Go on!"
Stefan
Here is my take. Correct anything you wish as I enjoy learning especially about one of my all-time and long lasting games: Civilization.
... thing ... isn't ... right. I, I, wtf are the Chinese planting cities are pure ice! Wtf are the Romans putting cities are pure rock! Wtf? I gotta keep planting cities like a madman? Um, why is Civ dragging down my honking system? CivIII was promising and nearly became my Civ to keep playing, but the way the AI built cities forever and always at a maddenning pace, the way the game chugged after much growth -- it was too much. I grew to not like it. Why should I have to wait 5 minutes between turns while the AI catches up as the math is hammered out?
Let me say here that I do indeed hope that they don't fix what isn't broke:
I am an avid Civ fan. I bought the hard-boxed, big mannualed CivI -- that came with all sorts of goodies -- from Radio shack in the early 90s and fell in love. I also went into a coma and nearly caused myself and my cousin to flunk college.
CivI: This game set the stage. It built upon the basis of railroad tycoon and the way in which is incorporated butter and bullets (which many games get lop-sided) set it apart as a turn-based game. A player could focus on military might or cultural growth or both.
What it lacked: it lacked a more advanced combat system. The ol' "phalanx takes out battleship" is the prime example.
CivII: This game was a vast improvement over CivI and was a needed addition. An advanced combat system was now in place, technologies were added filling in gaps and wonders of the world were expanded. A true gem that brought the dynasty into its own. I thoroughly even enjoyed the video clips of the advisors -- actors -- who would discuss with you your decision-makings.
What it lacked: not much -- that we knew of, but CivIII would show us what would make the Civs even better than ever....
CivCTP: "Call To Power" was a travesty. I tried diligently to play this game and like it, but they did exactly what SSI did with the 1st Panzer General and that is they fixed what wasn't broken. Suddenly, all pieces had different movement commands, a different system of controlling settlers, etc. Nothing fit. It was an entirely new game and it flunked horribly. I don't ever wanna see it or talk to it again -- I DIVORCE IT!!!
What it lacked: EVERYTHING!!!
CivNet: K, of course, the one thing you ALWAYS wanted from Civ was the ability to trash your buddies. CivNet comes out -- woohoo!!! Wtf POS was this? Talk about crashing! It wasn't worth it. And patches? Not many. It was based on CivI too (am I missing something?)
What it lacked: um, the ability to not crash while in a networked game after 5 minutes of play....
CivIII: Finally, another improvement -- or was it? CivIII came out and my first impression was "ah!" thank goodness they didn't rework the commands or controls. Good, good, good -- I can use the number pad to move settlers and stuff. Nice. Wait! What's this!!! Cultural boundaries!!!!!! (orgasm). Yes! I first saw it in Black and White. The best two things about B&W were the cultural boundaries and the king room (rest pretty much sucked). Finally, something that added to the mystique of playing a turn-based god-game. As your culture grows, it only makes sense that a natural boundary and influense would exude from it. Excellent. Ah, the wonders are about the same -- technologies. My goodness. They took CivII, they added mo' betta graphics and also cultural boundaries! I love them! (SSI!!! Pay Attention!!! -- yes, yes, I know all about SSI).
What it lacked: Wait a minute. Some
Conclusion: today, right now, I play CivToT all the time. It's like an on-going chess game for me. I play it on my old P2 laptop and it runs like a champ. It is excellent. CivToT (Civilization II Test of Time) is my Civ of choice and will remain so until someone
"All great things are simple & expressed in a single word: freedom, justice, honor, duty, mercy, hope." --Churchill
...is simply a function of whether or not there is an interpreter for it. Presumably this game would ship with such an interpreter making a fine and dandy scripting language.
Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
Civ 4 will use Python, which means it encorporates open-source technology, but is not nescesarily open source itself.
I believe he's referring to the use of Python.
Vintage computer games and RPG books available. Email me if you're interested.
Right, but a scripting language could be represented in XML.
Yup. And a hammer could be used as a screwdriver;)
Script my own AI for my units so all the micromanaging I would have done can be scripted by me. Of course depending on how powerful you made the scripting options it may have limited appeal for the non programmer player. But hey It's *my* wish.
If you see spelling or grammatical errors don't blame me. I tried to preview but IE here at work borked the CSS
I can't wait to watch my tanks pop trying to kill spearmen again!
P.S. obligatory:
Your civilization has built the Internet (+2sci)! This obsoletes the Hollywood wonder (+1hap).
-
- - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
If you want to try another good freeware version of Civilization, there's C-Evo. It's a bit different in gameplay from other Civilization games, but I prefer it to Freeciv.
This is ugly! Man, try and make a joke - and sombody's already implemented it - what a gret pipeline for exploits!
"Flyin' in just a sweet place,
Never been known to fail..."
As long as it maintains its "everyone moves all at once" thing, it's not for me. I play Civ games because I want to sit and think. If I wanted to worry about reaction speed, I'd play an RTS game.
The cake is a pie
For full effect, you need to hear it. Here's another good one:If the game came out today, the voice acting would still be considered superb.
List of SMAC quotes.
1. Make it more like civ 2.
2. Make a really sweet opengl engine, and beautiful models and maps. Let the citys be alive in a certain view.
3. Add lots of technologies and stuff. That kind of stuff is what makes civ so fun.
4. Make it more like civ 2.
5. Don't give it so much busy work. Some things should take care of themselves.
6. Make it more like civ 2.
I hold very few opinions. I hold information based on observation and fact. If you wish to disagree, please use facts.
XML can be a scripting language. The webMethods integration server has been using one for years. You just need to define a xml schema, write a compiler/interpreter and there is a brand new XML scripting language. This is probably what they meant.
Regardless, I think this is pretty cool. Having 'content creation' applications within a game certainly would bring more people into the mod scene. People like me that don't really want to install the latest and createst C++ IDE, download the games mod SDK and spend years figuring out how the engine is supposed to work.
___
No power in the 'verse can stop me
I'm glad somebody liked and and remembers these. They were the most fun thing of the whole project to create. Whereas so many of the games I've worked on have had me "playing historian", Alpha Centauri was a perhaps unique chance to "play philosopher".
We found a voice talent agency, I think it was in New York, that specialized in international talent, and intensively screened for accents. We tried to find the most genuine accents possible (Santiago was played by a Puerto Rican, Lal by an Indian, we had a real Russian, and the closest to James Earl Jones' voice we could find for Morgan).
A great memory of the project is the day we brought in a voice actor to play the drill sergeant and he led us in a rousing round of "Deirdre's Got a Network Node" (which is the version you hear in the game).
Brian