Remaking Civilization In Your Own Image
Gamecloud has a piece on the moddability of Civilization IV. The article goes into detail about the numerous levels at which content creators can change the game of Civilization. From the article: "The next level offers Python and XML support, letting modders with more experience manipulate the game world and everything in it. XML (eXtensible Markup Language) files can be edited in standard text editors or in special XML file editors that have ease-of-use features like a grid view. Editing these files will allow players to tweak simple game rules and change or add content. For instance, they can add new unit or building types, change the cost of wonders, or add new civilizations." This is a more detailed look at a topic we've discussed before. Gamespot has a preview of the upcoming title, as well.
DIY content is why The Sims is so incredibly popular
I doubt it, most people who play the Sims don't know about mods, or even care. What made it so popular was how it appealed to a wide audience
NWN and Total Annihilation were very mod friendly, but didn't have the same level of popularity.
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Its funny how a promise of "open source" and "modding culture" early on in a title so often means -- "We're not going to spend much time on play balancing". Morrowind was another perfect example of openness vs. gameplay. In Morrowind the emphasis on open-endedness, freedom and expandability ultimately translated into a disastrous in-game economy, weapon imbalances, impossibly overpowered characters and ultimately a play experience that depended on story-line (which was actually excellent) rather than the aspects of the game itself.
I think I'll wait before breaking out my wallet on this one.
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Did anyone notice that the article references early 2006 as the release date? The Civ4 site still says winter 2005. Anyway, the problem with content creation for Civilization has never been in the type of units or gameplay rules. Look at Conquests. The content creation problem has been in the art department...something which doesn't add anything to gameplay but is difficult for individuals or small teams to do with high quality. Is Civ4 going to ship with 3D modelling tools? Frankly the screenshots I've seen look awful. Full 3D is a mistake for this series. Even the unit animations in Civ3 are probably taking it too far. I'd much rather see changes to the glaring problems with gameplay - airpower, unit stacking, combining units, civilization size, civilization attributes, better resource and luxury usage, and production orders to name a few. From the previews I've read some of these are being worked on. It's funny some have mentioned rebuilding SMAC with the Civ4 engine. I think Civ4 would benefit by trying to be more like SMAC, especially with the unit editor.