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Talk Strategy

21 Jul 06

It's Friday. The Civilization IV expansion and CivCity Rome are due out soon. So I'm going to attempt a review of Civilization IV. This is hard because it's one of the best games I've ever played. It doesn't have the nostalgia or sense of discovery I had with Xcom. It doesn't have the sheer exhilaration I experience when I first played X-Wing. It really doesn't do very much that's new. It just hits one right note after another. Like a good musical score, it's familiar but new, simple but deep, easy to play but hard to stop.

As such, it really doesn't make sense to break down the game into graphics, gameplay, sound, etc. In a technical sense, everything works well, but the game is much more than the sum of its parts. I should point out right away that I'm not a great Civ IV player. I've played against some. They knew more about the game than I'll ever know. The point is that the game kept things interesting and fun even when I was losing. The actual losing wasn't so much fun, but I had ways to make things more difficult for my attackers. I had options and alliances open to me. Sometimes I was even able to convince someone else that keeping me alive was of greater benefit to them than letting me die.

From the top, Civilization IV is a 4X game. You manage an empire trying to best all your enemies to achieve one of the victory conditions. In a typical full game, you lead some nomads to establish a civilization in 4000 BC. You then try to eXplore territory around you, eXpand your empire by building new cities or conquering those of your enemies, eXploit the resources of the land, your cities and the discoveries of your scientists to build the strength of your empire, and eXterminate all threats to your empire including barbarians and hostile empires.

This time around, each Civilization is lead by a leader with distinct traits and defined starting technologies. Each Civ also has a unique unit that appears during a certain era of the game. This has lead to all kinds of debates about balance, but personally, I've found local resources and proximity of neighbors far more important. When played by the AI, each leader also has a distinct personality that you can play off.

Before I get into any more detail, I'd like to point out one of the best things about Civilization IV. It has possibly the best layered design I've ever seen. You can play through the entire game, at least on some of the lower difficulties, without understanding any of the underlying mechanics. You can just chug along building the recommended units and buildings. If someone powerful enough threatens you to change your civilization, you can just go with the flow. You'll get pretty far and might be able to win. The most amazing thing is that the game is still fun while you're just getting a feel for it.

Then whenever you decide to dig deeper there is an astonishing level of detail. Even then it's never really overwhelming. Connection between concepts are clearly described. Each layer has an internal logic that is clear. Each time you discover something new, you actually feel empowered since you have even more control over the game.

There are a couple of complexities that make the game much more interesting, civics and religion. You have separate civics for government, legal, labor, economic, and religious station. Each AI leader has their favorites among these and will encourage you to adopt those. Differences between civilizations in civics can lead to cultural conflict and perhaps war. Religions are, in a sense, watered down to avoid any appearance of favoritism. However, they do spread and come into conflict. That too can lead to alliances or wars. Balancing all those factors among your neighbors can become a game within the game.

I could go into great detail about the city management, the effect of upgrades, keeping your population happy, researching technologies, building armies, expanding your cultural borders, building wonders and waging war. I won't. The fact is learning those things isn't so much about learning the game as it is defining your own play style. There is no magic path to success. You have to balance your Civilization attributes, leader traits, resources, neighbors and obstacles to find a good path for you.

To help you along with this, Civilization IV kindly provides multiple paths to victory. There are points victories, conquest victories, domination victories, cultural victories, space race victories and diplomatic victories. In short, you have to know pretty much everything that's going on in the game world to make sure you're really winning, not just thinking you're winning. Though it's hard to switch to a cultural victory in mid game, the other options ensure that you always have a fall back position.

In addition to single and multiplayer versions of the main game, Civilization IV provides some open or set piece scenarios. These can be both fun challenges to play or useful places to experiment in depth with certain parts of the game. If you're open to it, Civilization provides many, many hours of fun. There are always so many different paths and choices that it's rare that any game will feel like another.

Firaxis has created a wonder of a game. It's accessible, fun and deep. It's a game that generates great stories. I still think one of the most impressive things is the ability to keep having fun with the game even when things turn against you, and you're not winning. I haven't been able to say that about many other games.

I know some people might be curious about how Civ IV compares with Sword of the Stars. I'd have to point out that I haven't played a reviewable copy of SotS. I can't offer too much because of that. I'll only say that I'd love to see what the team at Kerberos would produce if they had the kind of resources available to the Civilization IV team.

Overall 97/100, must buy.

Jason
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20 Jul 06

Thanks to everyone for the feedback. It's always good to get perspective. I still say there are a lot of untold stories out there, but I'm not going to strong arm anyone. I'd suggest you try this. Play a multiplayer strategy or tactical game against a friend. Both of you think about why you're making the decisions you are. Think about everything from faction to build order or weapon selection. Then after the game write a few notes about what you chose and why. Then add what your game plan was and compare it to what you actually did. Finally based on what you observed describe what you're friend's game plan was. Then compare notes. I think you'll have a bit of a discussion and a good story.

I think getting rid of some of my backlog is a good thing. It's taught me how irrational I can be with games. It's almost shocking the number of times I'm packing up a game to ship out when I have to fight off a sudden desire to play 'just one more time.' Any game that's been neglected for over a year doesn't need that. Giving in would only make it worse.

Don't worry about me. I still have more games than time. I'm not getting rid of everything. I still have to convince someone that there's legitimate strategy gaming on consoles.

I mentioned yesterday that this place has grown quite a bit. I saw something to put it in perspective. This place is still a little puddle in the ocean of the internet. Eurogamer posted their May numbers. They had nearly 1.25 million visitors reading nearly 10 million pages. Just wow. So don't stop telling your friends about this place just yet.

I should have some more catch up work done tomorrow. Also, since it's being discussed in the forum, if anyone has any information, thoughts or links for the 4X made easy project, please let me know.

Jason
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19 Jul 06

I think I'm getting paranoid. When I started this site, a handful of people visited each week. When I got to dozens, I was pretty proud. Now there are thousands visiting each week, but I get less email and see less forum posts than back when it was dozens. It's weird being watched by all those silent eyes. Are you doing it just to get to me? It's working.

Of course, what I'd love to see is each person taking a crack at a story. They'd post an episode from their favorite game. People would be impressed at how interesting and exciting that game was. That would start a discussion of the game, its strengths and weaknesses, and encourage a little multiplayer. That would lead to more stories. People would evangelize for their favorite current and upcoming games. I'd know which developers to bug for interviews, information and perhaps preview builds and stories. This place would explode into a thriving community you'd check often to see what's up.

I must be pretty paranoid to have delusions like that. A storyteller does have to vividly imagine a place, events and even the unreal, but that might go too far. Have you all flipped through the stories in the Games section? Have you read all the stories in the Stories forum?

I know a lot of people don't think they're very good writers. Personally, I'm firmly of the school that teaches you get better at writing by writing. You wouldn't necessarily know that from these columns. Kidding. If you had a compelling gaming experience, the story has already been told. You just have to put the words to it.

My advice is to keep it simple at first. Just write exactly what you remember happening. Let the game provide the heart of the description. Then fill in a few details that the average reader wouldn't know. Who's Jimmy? Oh, he's the machine gunner. Where's Bourbon? It's an infantry only map that's a rural European countryside. Why were you flanking while Jimmy suppressed them? I could move faster, use cover better and had the hand grenades needed to take out the position. Suddenly you've got four paragraphs describing an intense firefight. Just add an introduction (I was playing Alien Combat Command Squadron the other night when . . .) and a conclusion (it would have been a great victory if only we'd known about that sniper that just got into position) and you've got a story.

If you're really worried about it, email it to me. I'll be honest and let you know if it need some improvement. I'm pretty good at specific suggestions for improvement as well. If you're more confident, just post it in the forum. I've yet to see any blood in the water over a story. Most people just come here to read. I wouldn't worry about a backlash.

Remember, I'm happy to host any screenshots you'd like to have for your story. It's up to you whether you need circles and arrows and a paragraph describing each one. Most games now have a screen capture key. There's also Fraps or even the venerable Print Screen key. Just email me the screens. I'll send you back the links once they're posted. Let's liven this place up a little bit.

Jason
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18 Jul 06

Relic has started the closed beta for Company of Heroes multiplayer. They didn't send me an invite for this one so if anyone is in, please post some reports or email me, and I'll post them.

Gamers with Jobs has a very interesting review up for The Ship. The game is available for download on Steam. After reading that review, I know a couple people around here will be interested in that type of game.

Now I'd like to get a little catch up for games of the week. First up in our console slot is The Lord of the Rings: Battle for Middle Earth II (official site) by EA Los Angeles for the Xbox 360. While the game of the same name was released for the PC earlier in the year, the Xbox 360 version is rather different. It's sort of a parallel version that was designed to be played on a console (a little background reading). In short, it's still a RTS game set in the whole world of Middle Earth. It combines the movie license with the book license opening new races, locations and characters. Beyond the scope, major changes include build anywhere bases, navies and ring heroes. Generally reviews have pointed out that the controls aren't better than a mouse and keyboard, but are better than anything seen on consoles before. The Battle for Middle Earth (II) has already begun.

Next in our PC slot we have Caesar IV (official site) from Tilted Mill. One might wonder how the Caesar city building sim will fare outside the hands of Impressions, but Tilted Mill has more than a few members from the Impressions team. First up you'll notice the shiny true 3D engine with HDR, bump mapping, environmental effects and a true day/night cycle. You start as a governor of a new territory and have to work your way up the political ladder to the exalted rank of Caesar. You'll eventually have access to more than one hundred structures, thirty tradable goods and ten industries. You even have tactical control over your legions as they fight of barbarian incursions. Look for Caesar IV this fall.

Jason
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17 Jul 06

I know the forum isn't anywhere as hopping a place as I'd like it to be, but please check out dh_epic's new thread discussing the nature of 4X games. Please don't let my thoughts confuse the discussion.

The current rumor is that there should be some sort of demo announcement for Sword of the Stars this week. That doesn't mean a demo is this week, but we might lock in a demo release date. Perhaps more importantly, Lighthouse has opened up their online store and show SotS with a ship date of 22 Aug 06.

There are a couple of interesting articles up at GameDaily. The first complains about what is wrong with the gaming industry. The second looks at how far Sony could fall with the Playstation 3. Together they're interesting. I just have a couple thoughts on them. It's pretty obvious that Sony will have to work in some major price cuts for the PS3 before its second holiday shopping season rolls around. Game prices are going in the wrong direction. Hopefully the market will correct that. Finally, I disagree that publishers will take less chances with new game series. Console transitions are when publishers are willing to take those chances. A new title is more likely to stand out with limited competition. However, any success there will be followed up with sequels.

Jason
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