Tiny patch finally arrives for Darkfall.

It’s not much, really.

I’d much rather pay $45 (or $90!) for a partial world revamp still using 2004-era midrange graphics that took 3ish years to develop, with the hopes that in another 3 (and another $90!), perhaps the rest of the world will also see a similar 2004-era update.  But hey, playable goblins and um… stuff? Are they re-re-releasing Nax (this time 3 man) as well? That would be awesome!

Bhahaha, silly WoW-kiddies paying tons for nothing, L2MMO.

Edit: From the full patch notes, this made me lulz.

*The name of the expansion is not inspired in any way by the time it took to finally launch it.
**The simplicity in the naming of Fun Hulks, Fun Flags, Use Flags, flag types etc. is intentional. That, or we couldn’t find a better name for Middle Flags

Posted in Darkfall Online, Patch Notes, World of Warcraft | 18 Comments

Milkfat and you

Expansion launch day in Darkfall = Return to Darkfall for me, and honestly, I’ve been itching to return. League of Legends is extremely fun, don’t get me wrong, but it’s just not an MMO, and that really is the style of gaming I love most. Not that a return to Darkfall means no more LoL, far from it, but a little more balance will return to my gaming. Unfortunately or otherwise, I’ve got Civilization V on somewhat of a hiatus as I wait for some patching, having finished four games and seen ‘enough’ for now. The great thing about Civ though is that it ages like fine wine, only getting better with time.

Today though I want to talk about the recent ‘big deal’ event in League of Legends; this whole Milkfat hubbub. The original thread can be found here (caution its long and rage-filled), but the short story is this: Milkfat claims he is a pro player from DotA/HoN, Riot gives him an account with a TON of RP and LP, people see that due to his live stream, forum post gets made, people rage, Riot says “oops” and takes back the points, life goes on.

One of the big issues people had went something like this “I paid for skins/champs, and this guy gets them all free, not fair!” I’ll just address that with “life’s not fair”. I mean really, are we going to harp on someone being able to drop $1000 instantly on League of Legends because they are a lottery winner, a doctor, or whatever? Is that ‘not fair’ either? Is someone buying champs with RP when you ‘earned’ them with IP ‘not fair’ either? Point being, worry about yourself, because if you compare yourself to others long enough, it’s not going to end well for you.

Second lets look at the precedent set here, is giving someone a maxed out (or close to it) account really all that special? Nope. Reviewers often get such accounts, devs give them to friends/family all the time, and what about all those who win such accounts or exclusives through one contest or another? Point being, it happens, often, and the only difference here is that the guy live streamed and everyone watching saw it, someone made a forum post, and the snowball rolled.

Ultimately though, this just highlights the beauty of the F2P model League of Legends has going. What did that guy REALLY gain when he received that account? Did Riot give him stronger heroes? More mastery points? More powerful runes?

Nope.

He got access to a lot of fluff (skins), access to more heroes, and the ability to fill up some rune pages (of which you can only use one at a time anyway) faster than someone who plays for free. Nice to have, sure, but once hero selection is over and the game loads, he is just another player, no more powerful than anyone else. And that really applies to anyone spending money in LoL; it opens up options, it gets you stuff faster, but once the game loads it has no real impact, and that’s huge. Anyone who reaches level 30 (ranked play) will have more than enough IP to buy some heroes and fill out some rune pages, so whether you have a loaded account or have yet to spend a dime, you are on the same level in terms of in-game power.

Think about that too. Riot is able to make money (and given the rate they are hiring, truckloads of it) from a competitive game without selling a single item of true power. A hyper-competitive game is fully supported by selling, ultimately, fluff. That not only says a lot about your base game, but about your fluff as well.

Chuck-o-the-day: The Burning Man festival got its start when Chuck Norris set fire to a bunch of hippies with his eyebeams.

Posted in Civilization Series, Darkfall Online, League of Legends, Patch Notes, Site update | 18 Comments

The value of the player behind the character

My writing style at times makes for perfect troll food/bait, generally much to my entertainment. That said, it’s always surprising when non-trolls bite as well, missing the entire point of a post to go after the bait like the trolls do. Such is the case with this post and it’s various responses here and on other blogs, so I guess a follow-up of sorts is due.

Mental exercise time: if you are a guild leader, what criteria do you use when recruiting?

If you are an ‘average’ raid leader in WoW, you look at level/gear/achievements, exclude the psychos (unless it’s a healer, then you just pray the psycho can be contained long enough to progress), and you are good. Come raid time you hope the new recruit knows enough not to cause a wipe, but beyond that no real test of ‘skill’ is needed or considered.

On the other hand, if you are a top raid or arena leader, you more or less ignore level/gear/achievements since those are expected to be maxed out already. At that level, you DO look at skill and will hold try-outs, and you will consider how well the new person meshes with the team. Funny enough, if you run an RP guild (in basically any MMO), you don’t look twice at a character (unless for RP reasons), and it’s all about the player.

In other words, the ‘average’ leader or PUG gatherer will look at the character, while the top leaders will look at the person behind one.

That’s exactly why bringing up top-level raiding or Arena is foolish when Blizzard themselves are talking about ‘fixing’ the issues WoW has today: that linking an achievement is more valuable to a group than bring a good person or having a solid reputation.

Now the why behind this is deeper than just “WotLK made WoW faceroll easy”. Or that cross-server BGs/dungeons made reputations and the sense of a server community worthless. Or the changes to instances; having them give out near top-tier epics along with being ‘mute mode’ AoE-fests. It’s these changes and others, all combined to create the current state of the game. (And as a side note, can we please stop saying WoW is the same game, and those who hate it now but liked it back in 2005 are just ‘burned out’? Fairly sure that when Blizzard themselves starts talking about returning WoW to what it was like before, it’s a good indication that perhaps things ARE different now then they were previously.)

But to get back to the original post and it’s comparisons, do clans in Darkfall ask you to link your bank or ready bag, or ask which specs you are running to make sure they are the optimal ones? Do Corps in EVE ask you to link your top ships, or demand to see how you fit them in case you are not hyper-efficient or running the current FOTM setup? Does the Inquisition League of Legends application ask you to list out which champions you own to make sure you have everyone in Tier 1, or to show us your rune page to make sure that’s ‘correct’? Do we go into a match and double-check everyone’s mastery trees, correcting any ‘incorrectly’ spent points?

No, no, and no.

What a DF clan does look for is someone who fits into the PvP dynamic a clan has going, whether the person behind the character is a combat looter, a rage quitter, or someone who can roll with the ups and downs of the game. Similar criteria for the average EVE corp, and go take a look at the Inq application if you are curious about that.

Again, the point being is that in those games, ON AVERAGE, you are considering the person behind the character rather than the character itself, and this kind of evaluation/demand has various effects on the game’s community and how the players go about things. That’s what Blizzard is trying to get back to; to get the focus more on the person rather than the character. People do very ugly things when items matter more than people when it comes to being ‘successful’ in your game, and that’s on full display in WoW.

That is what I’m getting at when I’m talking about player skill vs character skill. Not how fast you can click, or how well you can memorize YouTube, or how awesome your tic-tac-toe game is, but whether who is behind the character has an impact on the game vs the pure numbers on the screen. That ratio (since if course it’s never 100% character or player, silly trolls) is currently horribly skewed in WoW, and Blizzard is hoping the changes they have planned in Cata will be enough to fix things. By Blizzard’s own admission, it seems the price of ‘accessible to all’ might be a little too high, even for them. Whether they actually go through with the plan, or even if the plan can undo the damage done, is another story.

(No Chuck today, the book is at work and I’m off-site, sorry)

Posted in Combat Systems, Darkfall Online, EVE Online, Inquisition Clan, League of Legends, MMO design, World of Warcraft | 25 Comments

Things learned from Shining Force

Some random thoughts today all stemming from having finished Shining Force on the iPhone:

First, I just realized the first gen iPhone that I have is really slow compared to the latest phone. Now this might not come as a shock to others, but I was under the impression the actual hardware had not changed much in terms of speed. Oops. Shining Force on my buddies phone ran very smooth, while (after seeing his) I realized my game as running at what looked like 15-25FPS. Bleh. I was also getting some music-related slowdown, but just kinda assumed it was the game and not the hardware. New iPhone for Christmas, check!

Second, how is it that after all these years, with games evolving and improving, that Shining Force is still amazing? And not just nostalgia “hey this brings me back” amazing, but pure gameplay and entertainment amazing. Sure the AI is laughable bad, the overall game is super easy 95% of the time (yay cheap boss fights), and the plot can be summed up as “bad guy is bad, wants to awaken badder guy, you stop him, NOW….ish. First visit these 7 chapters of content”.

The game just has that ‘something’ about it that makes you want to continue on, and makes you a little sad when it’s finally over. It has tons of charm in terms of graphics and little details, a nice spin on the fantasy setting, and a huge range of characters to play with, giving it some nice replay value as well.

Finally, I found it interesting that I dread talking to even quest NPCs in many games, yet in Shining Force I literally talked to every single NPC in every single town. I think it’s a combination of things, from the fact that what the NPCs in Shining Force say is short and to the point (if they have one that is) versus a life story in text from current-day NPCs, to NPCs not having a giant ! over their head indicating “hey I’m the important one, everyone else is just wasting your time”.

Release Shining Force 2 already!

Chuck-o-the-day: Some sideshow performers can look at a person and tell them their birthday. Chuck Norris can look at a person and tell them when they will die.

Posted in Console Gaming, Random, Site update | 5 Comments

Adding more paid content to League of Legends

I saw a thread today on the LoL boards from Riot asking whether players would be ok with paying for additional features for the game. The thinking behind this was that if they are paid features, Riot can hire more people to create them rather than continuing as they are today and only having a staff supported by what they sell now. Unfortunately the post was vague in terms of WHAT those features were, and I’m guessing the reason I can’t find the link to it now is that it was deleted for exactly this reason. Well I saw it, and so here comes a post.

For starters, the idea of a donation box is a joke, and the only ones suggesting that idea are the cheap bastards who want to pay nothing and get AAA quality. You scum don’t count.

With that out of the way, I think there are a number of things Riot could introduce and sell that would still keep the core “you can’t buy power” design intact. The key is to not only design features that players would find attractive enough to pay for, but also something that would become a continues revenue stream rather than a one-time jolt. This is primarily an MMO blog, so I think you know where this is going.

Yup, subscription costs.

Be they tiered ($5, $10, $15) or not, subscriptions are by far the best way to generated repeat revenue, and so long as the price lines up with what is being offered, it would work. I’d start with a sub granting you access to the test server and a limited access test forum. This would allow those who pay to test out the latest patch, get an early look at new changes/features, and theoretically have a stronger influence on the game thanks to the test forum. Along those lines, I’d also create a subscriber-only forum viewable to all that would get increased coverage by Riot employees. Questions about balance, item design, theory, whatever; if you pay you are more likely (but not guaranteed) to get an answer directly from the source, plus less posts overall generally means higher total quality (basically any sub forum vs general).

I’d also discount skins and champions for subscribers, and perhaps have early access (as short as a week, as long as a month) to new skins as well. In addition, subscribers would get a monthly Riot Points bonus, so that even without spending MORE, you could still take advantage of the discount. Of course the idea is that once you start buying skins and such, you will be enticed enough to continue, and so subscribers would still buy additional Riot Points to feed the addiction, and this would not cap the amount any given player COULD spend on the game.

Finally I’d include side benefits like faster queue times, exclusive IRC dev chats, special forum and in-game icons, whatever ‘fluff’ to make the package more enticing without a massive dev effort.

Another area of potential similar to subs would be clans. Currently LoL has zero clan support, which is a very clear oversight in a game so dependant on playing with others, and while the current friends list is ‘good enough’, it could be so much more. A baseline clan (free) would just be a tag on your summoner name and a clan friends list. Those who pay a monthly “clan maintenance” fee could get additional benefits like clan vs clan matches (normal and ranked), clan statistics (similar to the current stats page for ranked games, but a cumulative one for everyone in the clan), member ranks and associated icons or colors, etc. Again whatever fluff that can be added to make it worthwhile but not require a massive effort. And the price would of course depend on how robust the features are and just what the market will accept. It could be as low as $3-$5 a month, or as high as $20 per clan, it depends on what’s added.

What can’t really be sold are things like maps, champions, runes, or anything else that is ‘core’ to the game or has a gameplay impact. Skins of course are just a visual, and clans, while helping a player OUTSIDE of a game, would do nothing a pre-made can’t do today. Many suggested downloadable solo player content, and while this would not in any way effect the ‘free’ game in terms of balance, it could potentially cost more to develop than it would be worth, especially since it would literally add NOTHING to those who don’t buy it. At least with clans and subs, the freeloaders can still see these things in-game and on the forums, which might motivate them to spend.

It’s definitely an interesting topic however, as the possibilities are many, and the chance for error great.

Chuck-o-the-day: Chuck Norris always has a smirk on his face when he watches the show I Didn’t Know I Was Pregnant.

Posted in League of Legends | 13 Comments

Swing and a Miss: Dice or You?

The somewhat recent re-launch of EGM magazine has, so far, delivered. The new quarterly version contains more interviews and ‘blog-like’ content than just a slew of preview and review sales hype (though it still has some of that as well), and overall just comes across as an in-depth look at the current state of gaming and what direction key people are taking it in. It’s odd that someone like me, who already reads a ton of gaming coverage online, would need yet another source, but the new EGM manages to deliver unique and interesting content, and while the computer is fine for reading, physically having a magazine in your hand is a nice change of pace as well.

In the most recent issue EGM interviewed Todd Howard from Bethesda, and while overall an excellent interview, one part jumped out at me as being both so obvious and yet so critical. Todd was talking about the difference between The Elder Scrolls Morrowind and Oblivion, specifically the “to hit” dice roll that was used in Morrowind and removed in Oblivion. His point was that for core gamers, we accept a “to hit” dice roll, but for ‘casual’ gamers, it’s confusing to see your character swing a sword, the sword look like it connects, yet the result being that you just missed. He explains that the change was rather simple overall in terms of balance; in that they wanted to keep the overall length of combat the same, so they simply tuned down the amount of damage each swing deals in Oblivion to compensate for the fact that you can’t miss due to a bad dice roll.

In almost every MMO, the “to hit” dice roll exists, along with the stat to track it. In something like WoW it’s far easier to accept due to how static the combat is. You run up to a mob or it runs up to you, you both stand and exchange attacks, and either the mob or…. well the mob dies. The scrolling combat text will inform you of hits or misses, and the miss is needed to add at least some variety to an otherwise almost static and pre-determined sequence. Bonus points for having yet another stat to tack onto items and get players to chase.

In a game like DDO or Fallen Earth, missing is more difficult to accept, because although you can tab-target mobs, you are still required to run up to them to engage, positioning somewhat matters, and you can freely swing in the semi-active combat systems. It’s an odd mix, similar to what Morrowind had going for it. Looking at it after reading the interview, it’s almost like game designers feel compelled to include such dice rolls to keep the RPG-ishness of the game, when in fact such an inclusion seems to only detract from the experience.

Darkfall has no “to hit” stat or dice roll, and instead gives the player full control over whether they hit a mob/player or not. The advantage is greater reliance on player skill vs lucky dice, but this also means that the gap between the elite and the ‘average’ is very noticeable. In a game with auto-targeting, while hopefully player skill still factors in, even someone fairly inexperienced can target someone and deal some damage, contributing to the battle. In Darkfall, a highly skilled player (or mob) will run circles around you and ‘flawless’ you in combat, which can lead to frustration and a feeling of hopelessness.

In EVE, hit or miss is actually a deep (and very confusing) system that smart players will use to their advantage, because rather than a set “to hit” statistic or random dice roll, hitting in EVE is a complex calculation with variables that the player can, in part, control. Whether this is a step up or step down from straight dice rolls or all-aim systems depends on both the game and the player playing it. It’s fun to master a game and see improvement, but do you really want to be doing algorithmic calculations during your one hour of ‘downtime’?

It’s also important to note that like many current MMO system, part of the adoption of the “to hit” dice roll is due to early technology. When everyone was gaming on a 28.8k connection, it would have been impossible to ask a game to do complex collision detection calculations, and so the latency-friendly “stand and trade” system became popular. Technology has caught up however, and what was once difficult is now very possible, so the question remaining is do the players want the change?

As noted here before, exposing a player’s skill level is not something you always want to do, as most people highly overestimate just how good they really are, and when the illusion is shattered, many don’t take it well, especially when that skill level is directly compared to others. It’s one thing for Oblivion to ask you to aim, and punish you when you miss. You always have the option to turn the difficulty down, and no one will know you played the game on “lulznoob” level but you.

It’s entirely something else when you start getting kicked from a raid because you can’t hit a boss 95% of the time, or someone destroys you in PvP despite the fact that you have a superior character and gear. Even worse, what if the base PvE game is tuned to a certain level of skill, and you are just under that? Do we see the creation of an ‘easy’ server, with all that comes with it? Or do you simply drop the skill level to the lowest common denominator? If you can distract everyone with shinies, it might work, but if player skill is actually a core feature, what then?

Posted in Combat Systems, Darkfall Online, DDO, EVE Online, Fallen Earth, Fallout 3, Mass Media, MMO design, PvP, World of Warcraft | 24 Comments

PAX East 2011

PAX 2011 is still a few months away, but I picked up two 3 day passes yesterday just to ensure availability. I foolishly missed PAX 2010 and ended up regretting it, so that same mistake won’t be made in 2011. Considering the location is about 20 minutes from where I live, it’s really a no-brainer decision. The schedule for the event is not out yet, but considering how huge PAX is overall, and how well received the PAX East event was last year, I’m sure it will be a blast.

Chuck-o-the-day: Jesus follows Chuck Norris on Twitter.

Posted in Random, Site update | Comments Off on PAX East 2011

Civilization V : The flaws

As I said before, Civilization V is a phenomenal improvement to an already incredible series, and any fan of TBS games should already have it. But with that said, it’s by no means perfect, and outright lacking in some areas that have me both confused and a little worried.

One of the things that jumps out at me as unfinished or missing is the lack of end-game replay or extensive history information. In previous games you could watch a mini-review of the game you just played, seeing city placement and growth, wars and conquest, and major events like wonders being created or great people being born. I loved this not only for a chance to ‘relive’ the game I just played, but as a learning tool on how to improve. This is simply missing from Civ V, and for me really takes away from the joy of finishing the game. On top of this, the ‘ending’ is just one picture based on your victory type (or loss), and aside from one demographics table, that’s it.

Now I’m hoping a future patch simply adds the replay function to the game, and perhaps gives some extra bang to victory. My fear is that this might be part of some $5-$10-$15 DLC ‘bundle’. I won’t mind having the option to buy different civilizations, units, or technologies, but selling what I would consider core features as extras won’t sit well with me.

Another area that really could use some work is knowing exactly what the AI is thinking. Currently it’s simply too difficult to tell whether someone is buddy buddy with you or getting ready to drop a nuke. It’s also difficult to see the effects of not accepting a deal, of giving someone a resource, or from making demands. One would assume making demands makes people angry, or that giving them a resource makes them happy, but it would be nice to get a little more feedback here. I’m not asking for a +1 Rep! ding to pop up or to see a + – table next to a leader, but I do feel SOMETHING is missing here.

The saddest part about this is that finally you have more diplomatic options in Civ V, like the ability to show your displeasure about another civ settling in ‘your’ area, or the ability to work against another civ without declaring outright war. These and others are great additions, but they are somewhat muted by the fact that you can’t really tell their full effect.

Finally, the AI could use a few lessons in the art of war. While I don’t feel the AI is as bad as some make it out to be, it’s always a little disheartening when you see an enemy charging you with cannons, his infantry a few hexes behind. Or outright frustrating when your city-state ally prefers to bomb spearmen in a jungle two hexes away when the city has three units of knights right next to it ready to overtake it in the following turn.

So far most of my wars have not really been much of a challenge, and when they are it’s because the AI outguns me by a large margin. Watching a war between two AI opponents is at times like watching a cripple fight (no offense to my normal-life-function-challenge readers (that’s the current PC term for the handicapped, right?)). My guess here is that a future patch will have some AI improvements, but hopefully it arrives sooner rather than later.

I’m not going to address multiplayer myself as I’ve yet to try it, but Paragus has a good Civ V review up that raises some issues on that topic. Again, it just sounds like Civ V got shipped a little early, and some of the final polish is still missing. The MMO gamer in me accept it and can look past it for now, but I’m wondering how many ‘normal’ gamers are feeling a little down right now. I’ll lay the blame firmly on the city that declared the release date “Civ Day”, that’s a lot of hype to live up to and you can’t really delay once that’s happened, now can you?

Posted in Civilization Series, Inquisition Clan, Patch Notes, Rant | 25 Comments

Removing player skill crits you for 1.034%

Put this one under “accessible” benefits please.

WoW dev Ghostcrawler is wondering why the meta game in WoW includes (or excludes, depending on who you ask) a large section of the player base, and more or less defines the culture of the game. What’s funny/sad about this is not just that a dev himself can’t see the answer, but other bloggers are missing it as well.

The reason you chase/enforce getting every last % of optimization out of your players is because that’s the only thing separating them. When you have removed all player skill from your game to make it more ‘accessible’, the only thing left as a challenge is number crunching, learning the pattern, and repeating what you just watched on YouTube. And when you in turn tune your game to that assumption, why in the world would you wonder why your players are playing it that way? ESPECIALLY when you (to mask the lack of actual content being added) yourself gave them even ‘better’ tools (achievements, gear score) to sort through the thousands of empty number husks you call players.

There is a reason good Darkfall players don’t obsess over ‘maxing out’, while people who constantly find themselves bleeding on the ground complain about the grind. There is a reason a ‘vet’ can roll a new character and in less than one month put up a PvP video showing how he wrecks ‘vets’ in PvP. It’s also the same reason you will see people with beastly characters still boring themselves to tears grinding out a 4th melee mastery to 100 in order to ‘catch up’. In Darkfall player skill matters, far more than chasing some silly 1% of X, and so the ‘meta’ game is spell combos and group PvP tactics rather than where to spend every last talent point or acquiring this exact gear loadout.

It’s also the reason Twitch in League of Legends, a champion generally considered not ‘top tier’ gets banned in one of the biggest LoL tournaments to date; the guy who could have potentially played him is so skilled with that particular champion that it made sense to ban him. Now if you theorycraft the numbers out, Twitch is not the absolute best champion, and so if LoL was WoW he would have been ‘gearchecked’ out of the match. But like Darkfall, League of Legends is more about player skill than YouTube memorization, and so things like that happen (and often).

So if you want to ‘fix’ this problem in WoW, don’t tweak the talent trees to balance them, you don’t make encounters not gear dependent in a game all about chasing gear, and you don’t add yet another bar to fill up to qualify; you just add player skill into the equation.

Of course, then it might not be as ‘accessible’ to the walking number husks, or the ugly fact that not everyone is a ‘hero’ in terms of player skill will come out. I wonder which direction Bobby will go…

Chuck-o-the-day: Even Switzerland supports Chuck Norris.

Posted in Combat Systems, Darkfall Online, League of Legends, MMO design, Rant, World of Warcraft | 56 Comments

Civilization V : City States

City States are one of the major additions to Civilization V, and during my initial playthrough I found them to be slightly more than gimmicks used to ‘populate’ the world. In my current game they are invaluable, and really add a huge new element to the game. They also fit well with how Civ V truly splits economy, culture, and science, rather than having them all interdependent like in previous games.

I’ll start with my first game. In that game I played Civ V like I played Civ IV, focusing on getting ahead in technology in order to get better units to eventually crush my enemies. In Civ IV that meant keeping your science slider as close to 100% as possible, and your bank account at a constant minimum. This resulted in everything gold-related being minimized, at least for the most part. You could still do goofy stuff like, for just a few turns, go 100% income and get a massive amount of gold, then immediately switch back to science.

So in my first Civ V game, I had very limited gold, which meant I could not give the various city states gifts to keep them friendly or allied. And when I finally did have the 250 gold needed, I would only be able to bump one city state to friendly for a few turns before it went back to neutral, which seemed rather pointless to me. After all, I could just conquer the city if I wanted its land and resources. So in that game city states were just blobs of ‘useless’ terrain, or something for my enemies to use as an additional source of trouble. They never heavily factored into anything I was doing directly (this was on Prince difficulty), and I never noticed them being major factors between the other AI-controlled civilizations.

In my current game (King difficulty), I set out to better control the economic side of things, which meant only getting the buildings I truly needed in each city, not going crazy with infrastructure, and focusing more on trading posts to generate extra gold per hex, all to keep the gold flowing. In this game I’ve managed to have a steady income of around 40 gold per turn, which made paying the 250 gold to get on good terms with a city state much easier. I also more actively completed various missions for them, the result of which sometimes put me at 150+ favor with them, meaning they would stay allied for a long, long time without further investment.

The current result is that I occasionally get free military units from some city states, get increased food production in my cities (especially the capital, which is huge for my Roman civ), and my culture rate is increasing much faster than in the previous game, allowing me to pick up civics earlier (and by spending some of those points in the Piety tree, I get even better results from city states). It’s a very rewarding snowball effect overall, plus seeing my allied city states join in against my enemies is a nice bonus, and at times very helpful to the overall war effort.

City States highlight the fundamental shift in Civ V, that although on the surface it’s a ‘simpler’ game, the actual decisions you make are not only more profound, but lead to a wide variety of strategies. It’s perfectly viable to ignore City States, just like it’s perfectly viable to focus on them and propel your civilization through them. I get the feeling the same can be said for focusing on economy, science, or culture. I’ve yet to try it, but I also suspect that growing the absolute biggest empire is also no longer the only viable strategy, as a smaller, hyper-focused empire could work thanks to the various systems and civics.

The funny thing about Civ V is that although the real core of the game is similar to Civ IV, enough has been changed to really make it a completely different game in terms of the decisions you make, and that ultimately is what makes it brilliant.

Chuck-o-the-day: Chuck Norris can kill two stones with one bird.

Posted in Civilization Series | 6 Comments