Civilization V Announced

Friday, 19 February 2010

You know, I'm not much of a gamer. I have a few game reviews under my belt already here, but it doesn't quite reflect how I actually use most of my free time. Before I got my DS at Christmas I had never owned any gaming platform other than my trusty PC. Game releases drift by while I take little or no concern, like oncoming traffic. And when I hear my friends talk about gaming most of it's as incomprehensible to me as human emotion.

And then this happened:

We are not worthy! We are not worthy!

Civilization V was announced earlier in the month. The most terrible part about this is how difficult it's now become to hold onto my fanboyishness. Its predecessor, Civilization IV may just be one of the best PC games ever released, and its expansions improved that winning format by enormous amounts. I'd go as far as to say that Beyond the Sword is the most extensive expansion pack I've seen for a mainstream PC game. Add to that one of the largest modding communities in the world and you have a winner.

But now five years have passed, and now that I have a PC that can actually run Civ4 all the way through without struggling, it's time to entirely shit over my technological investment. There are only a handful of in-game images so far, but even at this early stage they look so utterly beautiful that I fear my computer may involuntarily shut down out of sheer awe. And possibly insufficient memory too.

I'm going to need some fresh pants.

Of course, the great thing about a series this well established is getting to guess what's going to change. As you can see, Civ5 offers a hex grid, which affords more natural landscapes and more accurate measurement of distances, instead of the conventional square grid. Early reports also speak of a completely new combat system and a diplomatic model that might make talking to other leaders a remotely appealing prospect.

You still can't convince him to save the British children.

Of course, the community's also generally hoping that they'll leave in the extensive modding capabilities that's kept people coming back to Civ4 again and again. I'll go one step further: I hope that they'll take time to look at what the modding community most focuses on, and ensure that most of the biggest headaches involved are greatly streamlined.

And what else? Well of course, every Civilization fan has different priorities and interests. There are many who believe Civ4 was actually a low point in the series and would just like to see most of it undone. However, I have simple wants. I'm just hoping for unique art for every civ, better civic options, unique units and buildings throughout the entire game, and truly round worlds. We'll see what we'll actually get.

One Civ Under God

Friday, 12 February 2010

Be my valentine.

Strictly speaking, this isn't a review for Civilization IV: Beyond the Sword. There will never be a review, by me, for Civilization IV: Beyond the Sword. This is because it is quite simply one of the best games I have ever played in my life, and certainly the best game that I've actually spent real money on. I mean, I could just rave about how much I love it, but that'd be pretty much as redundant as telling a girl that she's special to me. Bitch just plain knows it.

Ultimately it wins by being one of those infinitely replayable games that never stops being amazing fun, but what puts the icing on the cake is that Civ4 is quite easily the most widely customisable games I've ever even heard of. I mean sure, you may think that being able to change a few graphics might make your game "customisable", but you'd probably be wrong. Call me when you can gut the entire combat mechanics and turn it into a fantasy RPG and then I'll look to see if your game even comes close.

This is pretty lucky then, because five years after Civ4's initial release, I'm finally starting to get really fed up with the tech tree and civic systems.

For some reason, this does not happen to Paradox games.

This is a real danger for any 4X (empire management) game: that given time the failings of the entire game's technological progression, military model, economy, or what-have-you will turn out to be unrealistic or insufficient. Players will always want a deeper experience after long enough.

Civilization IV, at least, equips you with the tools to fix this, and there are literally hundreds of mods out there which address issues I have with the game. Civ4 has the largest modding community I know of -- and possibly the largest modding community there is (if you assume games like Spore don't count, that is). The problem is the tendency for modders to bundle their changes with larger mods. There's no picking-and-mixing here: it's all or nothing with these mods. So while someone might indeed have extended the tech tree to the distant future, this comes at the cost of lots of new retarded religions, for example. Yes, you can have a huge map of the earth with tree new terrain types and new resources, but only if you give up random starting locations, accept a series of history-enforcing events, and put up with ten new widgets cluttering your entire screen.

So here are my current problems: the tech tree is limited as hell and predictable. I hate having religions founded as a result of someone researching a tech first (and of older religions having an unfair advantage). I want future tech to actually mean something. And above all, the civic system is crap.

Firaxis realised that just switching your entire government over to "Fascism" for a few years didn't make a lot of sense. Governments have nuance, and policies. When I first read a review for Civ4, which entirely sold the game to me, one of the things that excited me the most was the civic system. In essence, each civ would be able to choose its stance on religion, economy, and so on, and get bonuses based on their choices. It sounded great.

But like so many things that sound great drunk, it turned out to be pretty awful in practice. I'm not entirely sure what's the worst part of it: the fact that they're so poorly balanced, the obvious progression of quality as civs become more advanced, the fact that the legal and economy trees only have the vaguest thematic separation, or the clear pro-Democratic vibe. Actually, I think it's the latter -- slavery is bad to modern America, so it only has one benefit which causes crippling population loss and massive unhappiness. Don't ask me why the ancients routinely slaughtered thousands of people every time their slaves built anything.

Fact: Chichen Itza is made entirely out of slave hearts.

This is made a lot worse when you consider that during the same point in the game you can build the Pyramids wonder, which gives you access to Universal Suffrage, which gives you the same benefit in exchange for gold and makes your towns more productive, thereby potentially limiting how often you need to use it. Get it? Because democracy is good, and slavery is bad! Don't even get me started on Emancipation, which gives a cumulative unhappiness penalty to every civ that doesn't have it, even if they've never heard of any civ that has, or aren't advanced enough to enact it.

This doesn't just upset me because Firaxis appears to have the same views on cultural expectations of personal liberty that my dad has. What upsets me is that Civ4 is meant to be a game of fun escapism where we create worlds that could never be. There's nothing more fun than when you realise that you're playing a Jewish Greece near the southern hemisphere involved in wars with a Hindu Sino-Incan alliance over islands in a huge interior sea. I love that utter disconnect from reality. What I want is for my society to actually have an identity of its own that's distinct from those of my enemies. I would like to try out an oppressive police state and see how that actually works, instead of being penalised for it.

So I guess I'm back in the modding community again, attempting to figure out balanced civics that are an inseparable part of a civ's identity. And for this I'm looking to Paradox games. Sadly, the best example of this done well is Victoria, a game so unbelievably complicated that it actually gave me two new mental disorders overnight. Wrestling with Victoria's micromanagement is a lot like wrestling with a terminal illness, complete with family looking on, consumed with despair, wondering if it would be more merciful for everyone just to euthanise you now. But it at least has ambition, and depth. If the game wasn't real-time involving global empires of hundreds of provinces each all of which have their own micromanagement (yeah, I know) then the political system in the game would actually be really good. I'm certainly going to take a lot of ideas from this game.

The New Zen

Thursday, 11 February 2010

Welcome to the new Zen of Matt. I've just moved to Blogger from Wordpress. Hopefully now I can get back to making actual posts, and cutting down on my fucking swearing.