Civilization V Review

Is the sun up already? And what day is it…

This review is based on having played 800 or so turns over roughly 12-15 hours. In other words, a lifetime++ in EuroGamer years. In that time I’ve finished one game to 2050AD and taken a few others into various stages. The 2050AD game was with Japan (randomed), but I’ve also played as the Romans and the Greeks.

Civilization V is the best version of Civ yet. That alone should make it an instant buy for basically anyone who has every enjoyed or believe they might enjoy a turn based game, but as that would make for a short review, I’ll keep going.

The move to hexes is one of those things that initially feels a little odd, but after about an hour or so it becomes tough to imagine what the game is like without them. Same goes for only being able to have one combat unit on a hex; at first I was making countless mistakes in positioning and movement, but again after about an hour it not only feels ‘right’, it adds an amazing level of depth and strategy.

Speaking of depth, on the surface Civ V seems like a simplified version of IV, with many of the more complex systems (pollution, city-based unrest, religion, fewer techs overall) gone. Yet again you soon realize that it’s not about the number of systems, but how they are implemented and what decisions they force you to make. Take resources for example: in IV once you had iron, you could pump out as many iron-based units as you wanted. In V, one source of iron will only allow you to make a limited number of iron-based units or buildings. That’s huge in a number of ways. For starters, it means even if you DO have the resources, your military is still likely to include a variety of units due to resource limits. Secondly, it means that even if you have access to an iron resource, you can still trade for more, or provide someone else with yours even if they also already have some. Finally, cutting off an enemies resource means they not only lose the ability to make those units, their current units get a huge combat penalty until they regain it. And that’s just one example of the changes, but as you can see, it’s a little change that has a huge impact, while also feeling ‘natural’ in many ways. It was completely unrealistic before that one single iron mine could supple an entire nation, and Civ V ‘fixes’ that issue.

Graphically the game is stunning. Not in a Crysis “zomg look at the fog!1!” kind of way, but more in the “hey it all just looks right” style. Everything fits, looks very polished, and small details abound that not only look good, but provide information as well. For the first time, a unit of spearmen is finally a unit of 10 soldiers, and as they ‘take damage’, some of them die and the unit gets smaller. You still have a health bar, but a quick glance at the actual graphic will show you what you are looking for. This change also means combat looks a lot better, as a 10 vs 10 battle between spearmen and swordsman is a lot cooler looking than a single spearmen icon moving over a single swordsman icon (or the simplified combat animations in Civ IV). By far the coolest combat animation? The most powerful unit, the giant death robot, with its swarm of missile and laser fire. It just has that “yea, you can’t stop me” thing going for it (and actually looks a lot cooler in-game than in that picture).

Combat itself is a lot more entertaining in Civ V as well, and not only from the hex and single-unit-per-spot changes. If two units are somewhat evenly matched, the result will most likely leave both damaged but not defeated, which is a huge change from the one-and-done style of previous games. Ranged combat is also a new addition that adds an important layer of strategy, as finally you actually have to protect weaker units and use the terrain for more than just a single defense bonus, and units like archers are valuable not because they are outright stronger than warriors (they lose to them in melee), but thanks to the ranged fire they provide. Other changes I’m really enjoying include naval combat being a much slower exchange of fire rather than one-and-done ‘melee’ style, and that ships and planes can actually kill units rather than just weaken them like in IV. This makes having a strong navy and things like aircraft carriers not just a nice-to-have, but critical when attempting to make landfall on an enemy island or continent.

I’ll wrap things up here for now, but expect some more Civ V related posts in the near future, most likely breaking down certain systems and the game design theory behind them. As I said at the start though, if you are even a remote fan of strategy games, Civ V is about as good as it gets.

Posted in Civilization Series, Combat Systems | 12 Comments

Civilization V is out!

A full (non-EG) review should be up either Thursday or Friday. Until then I’ll be in the command center for the next 48hrs+.

Chuck-o-the-day: Chuck has already beaten Civ V on Deity.

Posted in Civilization Series, Site update | 11 Comments

Battle over the crown to the fail kingdom!

Colossal wall of fail text crits you for over 9000.

Man where to start.

First and foremost, one would think someone would try to distance themselves from a pile of utter fail instead of trying to take credit for every single piece of it. Now maybe, just maybe this is David Allen taking one for the team and trying to place 100% of the blame on himself, but somehow I doubt that. I’m also not sure how much of an accomplishment it really is to ship crap. I mean perhaps shipping crap is better than trying to build crap and failing before launch, but I’m not fully convinced here, since the end result is still a product that failed to make a profit. The major difference however between something like Alganon and failed-to-launch-MMO-X is that you know Alganon sucks, while MMO X might have been decent if finished. Not all canned games are indeed horrible (or at least not Alganon-level of horrible).

Moving on.

I built the UI.

Really? You really built that UI? You sure?

Because… oh I don’t know… if I did not have keys in my game, would I really include a keychain icon in my UI? Or maybe, just maybe, that’s an ‘oops’ you forgot to change when you did a straight copy/paste from the fan-made / Blizzard-profited WoW UI?

However the market shifted; interest in fantasy MMOGs changed

News at 11, people no longer want fantasy MMOs. Yes, that’s it. Perhaps more accurately, since the dawn of mankind, NO ONE HAS EVER WANTED TERRIBLE GAMES. Well, that’s just my opinion of course, perhaps after decades, this whole elves ‘fad’ really is over. To the profit-heavy lands of Sci-Fi and Steampunk!

I told him an “alternative to WoW and other fantasy-based MMOGs” would be a great first product.

Well you succeeded. You created something that, despite your ‘best’ effort, was more or less nothing like WoW in terms of enjoyment. Mission accomplished!

People say “for a $20 million dollar game, Alganon sure didn’t deliver” and when they realize we shipped for less than $3.5M they cannot believe it.

The unbelievable part is not that you did it with 3.5m rather than 20m, it’s that you managed to create a pile of fail and perhaps the genre’s ‘best’ direct copy/paste game. That alone is remarkable. How exactly do you create both something so terrible and yet something so similar to the source? It’s magic really; the ability to remove just the good bits and leave everything else intact. Bravo for that.

None of them even played a MMOG before their investment in Alganon.

That most likely explains why you got the money in the first place. Had any of them actually played an MMO, let alone the one you tried and failed to clone, they would have recognized how terrible your product was and never got involved in the first place. You should be THANKING them for being so clueless.

Also, most of the Fantasy F2P games were cheap Asian-developed “money makers”, and nothing more. I didn’t want Alganon to be like that

Mission accomplished again! Alganon stayed as far away from a “money maker” as possible, while still delivering cheap Asian F2P-level gameplay! That’s almost as impressive as cloning WoW with 0% of the fun.

Alganon is definitely no clone of WOW and anyone who plays it more than a few hours can see this. I want to say again; Alganon was supposed to be the first real viable alternative to WoW – for gamers who liked fantasy-based MMOGs and liked WoW, but wanted something different.

The sky is green today.

But seriously, the FIRST viable alternative to WoW? Really? You sure beat all those other WoW clones to market, and dominated in both quality and originality!

In addition to the above facts, QOL has made allegations such as I was just a consultant and didn’t contribute anything as co-founder of the company. They have also removed me from the credits as the creator of Alganon. Its one thing to challenge and debate, but it’s another thing altogether to rewrite factual history by fabricating lies and removing credit, which is exactly what Derek and those who support him have done.

Now I don’t know about you, but if I was at work and basically made the single biggest mistake one could make on the job (Alganon), and someone else at work said “Hey that mistake (Alganon) is all me”, I’m not sure I would write up a wall of text to ‘defend’ myself and claim credit. Especially if I hated the person attempting to take the bullet in the chest for me. Derek is trying to do you a FAVOR and claim responsibility for this disaster, and yet you are so completely blind you are fighting him for who can rule the fail kingdom and wear the terribad crown…

I also remember during the final conversation I had with Greg where I stated something along the lines of “do you realize you and Willard are endorsing a lying malicious person who has no qualifications whatsoever to run QOL?” and his exact response was “nobody’s perfect.”

I would have said “Can it get any worse?”.

Finally, we have Derek Smart. The name alone is enough for a red flag.

Yet when he first approached you, you jumped right at the chance to work with him. Hmmm.

Derek has open criminal warrants for his arrest, a lengthy police record, is a proven PhD fraud, and has been banned from Wikipedia

Sing along: One of these is not like the others.

Ok I’ll be honest and say I skimmed the rest of it, as even a slow Monday is not enough to get me through the rest. It really is amazing though, watching someone fight so hard to gain credit for something so terrible. I get that you put all this time/effort into it, I do, but when the end result is such a blatantly failed hackjob, just walk away.

It’s not the genre’s shift away from elves, or the lack of publicity (has any fail product ever received MORE publicity than this game?), or lack of funding. It’s that you created a really, really bad WoW clone, released it in a pre-alpha state, and to this day claim it’s not what it is.

Hopefully the nightmare ends soon and you wake up.

Bonus Chuck-link-o-the-day-from-reader-Sleepy-Sam: Enjoy!

Posted in beta, MMO design, Random, Rant, World of Warcraft | 9 Comments

Welcome to ELO hell

I’m going to preface this post with a little back history about Boink/Paragus and his approach to League of Legends for anyone not fortunate enough to experience it personally. You see if everything played out like Boink predicts, we would lose 90% of our games, 70% during the loading screen when you see the other team. I don’t even want to count the number of games a surrender vote has been brought up only to have us win (at times comfortable) in the end. Glass half empty is being positive here. For Boink it’s more like “rage bucket always full”.

Boink is always raging about how terrible solo ranked games are, how bad people play and the horrid number of leavers or afk’ers. I took a lot of this with a grain of salt due to the above, and figured the bad experiences were simply overstated. After all, solo or small group normal games are generally enjoyable in LoL, and while feeders/leavers happen, they are somewhat rare.

Boink was 100% accurate about solo ranked games, and I just don’t get it.

Somehow when clicking the ‘ranked game’ button, people lose all sanity and just turn into twitching sociopaths out to get THEIR OWN TEAM long before a game even gets rolling. Between people raging out during the draft, people raging out after a first blood, and the “well I’m going afk now” that happens when someone does not get middle lane, it’s just crazy.

You would think at level 30 in a normal game, you would get a lot of people playing some champion for the first time, or playing some non-optimal build ‘for fun’. After all, the game ‘does not count’, and if things don’t work out or you don’t play extremely well the game can still be fun or close, since the other team might be doing the same thing. You would also think stuff like that would NOT happen in a ranked game, yet dear god I’ve already seen a ton of people ‘just messing around’ with one of the free weekly heroes in a ranked game, or ‘trying’ some nonsense build that just very clearly DOES NOT WORK.

In addition, the forums generally have a few “Elo hell” threads going, and much like Boink’s raging, I always assumed these were more sensationalized for the sake of entertainment.

Wrong again.

Low Elo hell is very much a real thing in LoL (I assuming at decent ranks the idiot count drops), and getting out can indeed seem impossible. Out of all the ranked games I’ve played so far, I can honestly say all but two of my losses are due to a leaver/afker/feeder, and a good number of my wins are due to the other team having such a player. That’s just crazy, and a bad string of games with those people on your team can send your Elo ranking right back to hell through no fault of your own.

Of course in the long run your Elo ranking will indeed reflect your skill level, so those who are just poor at the game will be low, and those who are skilled (or just not rage-quitting morons) will be high. It would be nice if this happened a little faster though, as that initial ‘feeling out’ process sure does feel painful, and even at the ‘average’ level of 1200 Elo the idiot ratio is uncomfortable high.

Chuck-o-the-day: Chuck Norris once beat Tiger Woods at golf so bad that Tiger was found at 2:30am dazed and bloody in a wrecked SUV with no recollection of what just happened.

Posted in Inquisition Clan, League of Legends, PvP, Rant | 16 Comments

Darkfall: The expansion, ever closer

Tasos posted an update regarding the recent connection issues, the upcoming expansion, and beyond. From the tone of the update it sounds like things are finally picking back up and the final touches are being put on the long-delayed expansion, which will no doubt give the game a nice jolt and set things up for year-end and early 2011 updates.

I’ve personally been waiting for this upcoming expansion to get back into Darkfall, as I figure it will bring a large number of people back and create a good environment to get back into the swing of things. It sounds like in addition to the visual and audio updates, there should be a significant amount of PvE content to keep busy with between the PvP downtime. I must say I do miss playing an MMO, because as entertaining as League of Legends is, it does not scratch the same itch that Darkfall does, so it will be good to have that back into my gaming rotation.

With LoL, Civ V, and DF, I’ll be one happy gamer this Fall/Winter.

Chuck-o-the-day: When the going gets tough, the going is channeling Chuck Norris.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

Posted in Civilization Series, Darkfall Online, League of Legends, Site update | 3 Comments

Well this is awkward

In order to pre-load Civilization V, Direct2Drive sends you to Steam. Ouch.

(But the D2D deal is still, IMO, better, since you get the first DLC pack included, which is better than the map you get from Steam)

Posted in Civilization Series | 8 Comments

A new low for toasters

In this thread about upcoming changes to League of Legends, which includes a graphics upgrade, some people are worried that they will no longer be able to run the game. One person posted that they currently run the game at the lowest settings and get 15-25FPS.

What kind of prehistoric calculator are you running LoL on to get 15-25FPS at the lowest settings? How is that even possible? Are we talking on-board graphics here? Under-clocked 486? IMAX screen resolution?

Mind. Blown.

Posted in League of Legends, Rant | 4 Comments

Pre-loading Civilization V now

Mmmm, so close I can almost taste the turn-based goodness.

Chuck-o-the-day: There has never been a hurricane Chuck because that would just be redundant.

Posted in Civilization Series | 3 Comments

Time to tune in?

Professional gaming has yet to really catch on in a major way here in the US, and while I don’t think that is going to change much, hearing that the recent League of Legends live event had 17,000+ viewers watching is an impressive number. I’m not sure what that kind of viewership is worth in terms of advertising, but I would imagine it’s not insignificant.

In many ways LoL fits the mold in terms of the ideal e-sport product. The game is ‘free’, so anyone interesting after watching can download the game and jump right in. Additionally, it’s not difficult for an outsider to watch a match and understand the basics and ‘catch on’ to what is happening. At 30-60min in length, the games are not too long, and with proper commentating, they can be both very entertaining and educational for new and current players alike.

The benefit of something like this catching on and becoming a secondary source of income for Riot is somewhat obvious. More money = more devs = more content for the players. Plus if the source of income becomes substantial enough, the ‘burden’ of relying on the item shop lessens, meaning more free content or reduced prices overall. Finally even if the advertising money is minimal, the exposure for the game and the hype generated from a quality set of matches will results in new players hearing about the game and becoming interested.

With more events already planned, and with LoL still growing at a surprising pace (this recent event topped StarCraft 2 in popularity), this is one area to keep an eye on to see what happens. It’s certainly one opportunity for growth, especially as gaming continues to cut into TV viewership, and more and more people in general are exposed to the hobby. It’s not unreasonable to assume that just like most kids today can relate to baseball/basketball/football, shortly (if not already) most will better able to relate to gaming is a sport or source of entertainment.

Chuck is off today, sorry.

Posted in League of Legends, Mass Media | 11 Comments

Economic Ignorance

MMO economies are, in my opinion, one of if not THE most overlooked and ignored features in the genre. At the same time a strong economy is perhaps the single greatest driver of ‘content’, and not just for those who focus on it, but really for the majority of the player base.

By now I’m guessing most of you have read the story about the 45k heist in EVE. It’s a rather complex and layered story with many interesting parts, from the fact that someone would put in such dedication, building up an online reputation for years to cash it in for one major score, to the fact that such a massive pile of wealth could be accumulated in the first place. And of course like everything else in Agon, whether you are directly involved or not, this major event happened on ‘your’ server, so likely has SOME impact on you, direct or otherwise.

I don’t want to get into the details of the heist itself however, as it’s really just a catalyst for my overall point; a strong economy is key to a great MMO. Think about your current MMO, can something like this happen? First, is it even possible to get such a huge amount of wealth? Is there ANYTHING of such high value? And if so, is it possible to have it removed/stolen/lost? If something like that is possible, or at least close, how many players does it impact directly and indirectly? Hundreds, thousands, tens of thousands? And to what extent? Does the impact cause a massive shift in the population, or a stark increase/decrease in market value for certain items? Does such an event have other wide ranging impact on other dev or player-run activities, even those in no way related to this incident?

Of course much of the above is possible in EVE because of just how unique EVE is among other games in the MMO genre. From it’s single ‘server’ setup, to the way character growth works, to what role ISK plays, it’s just a different animal in almost every way from all other MMOs. Yet that does not change the fact that what drives many of these major events is still the economic backbone. The fact that ISK = power, that you truly never can ‘max out’ on ISK, and the simple fact that in EVE, it’s not how much ISK you have, but how fast you can gain it, all set the tone and drive players forward.

CCP has put in a lot of effort to keep the EVE economy going, but to me what’s more surprising is not that they hired a professional economist to help out, but that so many other MMOs simply forget about the economy, or assume it’s just going to “work itself out”. Considering just how much ‘content’ has been generated over the years directly related to economic activity (not just in EVE mind you), it’s really shocking that more devs don’t bullet-list it early in development, or that more time is not spent promoting it’s importance.

Perhaps the real key here is not how best to promote the economy itself (as being a trader/econ guy is itself a niche activity among the hordes of raiders, PvP’ers, and solo-heroes), but to sell the results of getting it right. EVE has certainly benefited countless times from the ‘hype’ generated by such highlight events; one would think other devs would try to cash in on this kind of free promotion in their games, yet even now we continue reading about ‘built-in’ story, the next instance, or what the latest items to replace your current ones will be. It all just sounds very… shallow by comparison.

Chuck-o-the-day: Daft Punk’s “Harder, Better, Faster, Stronger” was originally titles “Chuck Norris”.

Posted in crafting, EVE Online, MMO design, Rant | 10 Comments