Greetings!Today I would like to ask you guys some questions about strategy games.
1. What specific features of diplomacy do you traditionally like the most? I want you to be as specific as you can be. Which parts of diplomacy from any game do you like the most? What parts do you remember long after playing the most?
2. Looking back, how many turns do your favorite games last? This is important to know the specific number of turns the game in Question lasted.
3. Consider all The 4X strategy games that you have ever played. How do you define what is a good strategy game or a bad one? To you what makes one strategy game good fand another one bad? Consider different memories you have of those games can you remember the parts that made you enjoy that game the most?
Thanks!
BFME is a good example of asymmetric game-play while retaining balance.The good news is they recently hired some of the guys who worked on BFME =D
1 - Give me espionage, for sure. I thought the way religion was handled in Civ 4 was great, too. Makes money and alliances, just like real life. I don't mind binary choices as much as the others, but there better be a lot of them.
I'm not necessarily a combat guy, I'm an empire building guy, and how civilizations interact in the games is important. Look at it this way, if we turned off 'planetary invasion', would I still have a fun game without just going for some kind of overwhelming 'culture point' push?
2 - I've had short games and long games that are memorable. To me, the length of the game doesn't really matter. When it just starts to feel like "mop up" duty, I lose interest, though. There isn't one game that avoided this every time. I've had particular games of MOO II or Civ 4 or Heroes III where I ran into an end game juggernaut that provided a challenge, but it wasn't consistent. I don't even mind if the AI cheats some to get there, which I believe Frogboy abhors...
3- What makes a game good for me, since I'm primarily a builder, is immersion and discovery. Civ series was good at this, but they had an advantage in that a player is familiar with all the people and tech that goes into the game. Some games get lost in "techno-babble", just making up different names for the same thing. Late game discovery of resources and random events (good and bad) are important, too. I think there needs to be incentive to keep the other 'X's alive (besides Xterminate) once the initial 'land grab' is done.
Vassal states I first saw in Civilization 4 Warlords. Actually I remember Alpha Centari had factions that would surender and still exist but no longer need to be eliminated but I don't remember how much you could order them around. Anyway, having a concrete type of influence on a civilization that I can use is a good feature of diplomacy. Civilization Beyond Earth has the favors system for that. Also, having the whole Apostolic Palace team in Civilization 4: BTS declare war on me. I remember a long time ago in MoO1 or Civ 2 giving gifts to other empires to gain positive relations but it often didn't add up to much as far as I could tell.
One time in MoO3 I was great friends with an empire who I had contact with through two star lanes with a system with a guardian between us. So technically we were geographically close but in practice we were far apart. After I took down the guardian and opened that route relations quickly went sour and we ended up at war. It was nice to see that reaction to the situation and know exactly what caused it.
What might be interesting is if diplomatic relations modifiers were tradable items. For example an empire gets mad a me for building a colony or starbase in their territory. So then 'territory violation' would show up in trade and I could offer something to have them forget about it.
The easiest example is MoO1 vs. MoO2. I liked MoO2 but the simpler combat of the original made it easier to know what effect your designs would have. Like shields were a direct subtraction from damage, but the sequel they subtracted damage but also they were a barrier that would recharge. So in MoO2 you mostly just went with the most damage per space because you would always face the biggest ships with the best shields. I missed needing to watch their defenses and ship sizes to know what would be effective. but not overkill.
I want there to be things that can be countered and that would tip the scales if they aren't. So that a a tech advantage would give me more options to counter something rather than just be a clear overpower situation.
I want to do a follow up. There have been a lot of people talking about immersion. They seem to talk as though it were the only thing that is important. I'm one of those people who cares more about strategy and numbers than immersion. If anything, I worry that too much immersion will make it difficult to play the game. Sometimes the best thing I can do (from a strategic perspective) is click end turn to continue progress in researching a tech or building a ship.There are many features that I would want instead of immersion. I want is the ability to zoom out more (I don't really play zoomed in often). To be able to see all the numbers and calculations affecting planets, ships, and everything else. The ability to toggle off bonuses affecting ships as I build them (some bonuses affects the size of ships and room used by parts) so that I could design ships that would work in other games. I would like to be able to design a ship for 1 civ, and then import it over to another civ (maybe import the parts over to a ship design of your choice). Etc.I think that GalCiv 2 had a good amount of immersion. It wasn't too much.
I think you misunderstand what 'immersion' means.
Immersion does not mean you can't have detailed information and useful features. If anything it encourages such things.It simply means that you can feel that the world/universe is believable, adheres to it's own cannon/lore and in the case of 4X games, that you genuinely feel like you are the leader/ruler of your race/nation/empire.
Take the New Xcom game for example. Gameplay wise it is fairly ok. However immersion wise it is terrible. There are so many things that are arbitrary and make no sense and make it is very hard to feel immersed as the Commander of Xcom.
I'm pretty sure I know what immersion means. What I fear is trade offs. Trade offs as in what you must give up to get something else. In this case, if the devs end up thinking that immersion is the only thing that is important to the players, then they might end up sacrificing things to free up resources to further boost immersion. I fear that thing might be the stuff that I like.What I'm doing is making sure that the devs don't forget about other players, such as myself, who have different wants and needs. The problem with the internet is that if only one side speaks up, then it is easy to think that is the only side.Also, I think it is possible to give a game too much immersion. That would annoy me. However, I'm sure that the devs would be able to recognize what too much immersion would look like. If they cross the line, I'll be certain to let them know.
What??
Immersion doesn't have to take any extra resources apart from making sure the game world and game-play is consistent and makes sense.What do you think immersion means?? I mean, all the stuff you said you want; being able to zoom out, being able to see the numbers and status of planets and being able to toggle bonus effects are not conflicting with 'immersion'.
As I said, Immersion means that you can feel 'immersed' in the world and suspend disbelief. It is the idea that if the game is internally consistent and the game-play is consistent and not jarring then you will be able to be immersed.
Let me give you an example of bad/failed immersion via the new Xcom:-You supposedly run a secret internationally funded organisation to combat an advanced alien threat, yet you can only afford ONE transport, and can only put FOUR guys on it unless you buy an upgrade. -When your soliders fire at the enemy and miss, but the projectile physically goes through another enemy standing next to him, it passes through and does no damage.-The Aliens posses complete air superiority (due to having the high ground so to speak) yet you choose to rely on satellites as your sole means of detection when ground based radar would be cheaper, safer and more defensible.
That's just a few example of bad immersion. That is when the game-play elements conflict with the game world and logic.Immersion doesn't mean you have less information. It actually means you should have all the information that your 'role' as the player would need.So in the context of a 4x/strategy game, it is entirely reasonable to have all the stats and numbers details of your planets, being able to zoom the map out and deciding whether to make use certain bonuses or not. These are all information and abilities you would expect to have as the leader of a civilization/empire. Immersion only takes extra work in the sense that everything needs to work as expected and make sense.I'm sure your idea of immersion is skewed if you think immersion demands reduced usability/information.
I'm using immersion in the sense of deep role playing. Basically being an actor and enjoying playing your role. Many people in this thread have stressed the importance of giving the AI personalities and other things. They talk like they very much want to feel like they are the leader of their civilization.Another poster had already pointed out that there seems to be one group that wants immersion and another group that want the numbers.
Fair enough, I see where you are coming from.
I also tend to agree with you to an extent with things like fully voiced diplomacy. It really doesn't add much, I'd prefer a few simple lines, like a couple of greetings and responses that change based on how much a faction likes you.So I guess we have a consensus about that =D Much like a lot is lost since The Elder Scrolls started having fully voiced dialogue.
For the
Immersion is simply how the puzzle is delivered to us.
For the record I never advocated any voice acting over the diplomacy. I simply stated that some conversation trees with some story/race lore would be nice as well as diplomatic conversation options for trading and improving relations rather than the GalCiv2 vanilla menus on either side option which offer zero immersion. These conversation overlays could and SHOULD be able to be toggled on and off for players like yourself.
Immersion doesn't only boil down to cut scenes BTW. Yes, quick cut scenes would be nice for unique wonders being built, mega events and the progression between ages - but it is also little things throughout the game like unique sound effects when clicking on specific units (ala Warcraft), battle damage when going through astroid fields or or nebulas, intuitive camera controls, UI's that resemble computer consoles, battle combat viewers, ships being built over turns inside the shipyards, Galactic News Network feeds, good music, even how the fog of war and stars are executed, etc...
Immersion is extremely important for an epic game of this scale. Also, there is no way this team of developers would sacrifice 'the numbers' over cut-scenes. They know what they are doing - anyone familiar with Stardock and the GalCiv franchise would know this, and to suggest they would do otherwise is just crazy talk. My original point was since GalCiv2 was such a near perfect game, which they are essentially duplicating as the base framework, maybe it is time that a little more immersion make it into the game - especially in the diplomacy sphere where it is most needed.
Lastly, for the most part, well executed immersion is present when you don't even know it is there. It IMMERSES you into the experience. So if they do it well - you won't care... You'll more likely play more.
I'm just going to focus on question #1.
My favorite feature of diplomacy in 4X games is forming alliances with computer players against mutual threats. I especially like it when the galaxy is split along ideological lines, as in the GalCiv2 campaigns and some scenario maps. Unfortunately, it rarely seems to work out that way in sandbox games. My major problem with diplomacy in GalCiv2 was that perceived military might seemed WAY more important than anything else in determining the AI's aggression. This led to some pretty predictable dynamics: The strongest civ starts a war with the weakest one, and everyone else piles on until the weak civilization is at war with half the galaxy or more. You'd think the weaker civs would band together for mutual protection, but in GalCiv2 it doesn't work this way. In fact, the AI almost always decides to "help" the one who is already winning. Therefore, one thing I'd like to see in GalCiv 3 is earlier cooperation and coordination between weaker civilizations.
Another feature from GalCiv2's diplomacy which I liked but could have been executed better was the United Planets. I think the resolutions weren't really consequential enough to pay attention to, except for the dreaded "evil civs only get 3 trade routes", which is really bad for the Korx. It would be cool if you could reach agreements or bribe other civs to vote in a particular way. It would also be cool if the resolutions were somehow contingent on actual events in the game instead of being random.
q1: best diplomacy ai prize goes to: Civ 5, by far. Why, because it really is diplomacy, not just stalling until i can backstab you.
q2: depends on my mood. on average ~500 turns.
q3: space empires 4 for HUGE diversity. There is nothing you can think of and not be able to do, although not always useful.
sword of the stars for the tactical combat. its simply beautiful.
MoO2 puts all the elements best together overall.
Now, on a sidenote: i played quite a lot Gal Civ 2, and i am a founder for Gal Civ 3, but 2 has been a DISAPPOINTMENT.
Why: 1 interface is weak. far too many clicks for simple things
2 ship builder sucks. for those of us who are not professional artists is just too time consuming to get anything of use done.
3 colony management: that SLIDER really sucks. Its pointless.
4 game manual lacking badly in anything resembling something useful
5 trade routes, dont even get me started
6 population happiness/growth, was it ever considered ?
7 AI, i suppose it comes from Artificial Ineptitude
8 the last 2 expansions really felt unpolished and unfinished.
9 and i can go on and on. BUT what REALLY SUCKS: that game has NO TACTICAL combat. Just some bs replay of some precalculated events. You build ships, send them in combat and watch the replay. Oh come on..... just look at the list at q3.
PS: are you guys serious? for a 4x game you advertise about the ship builder????? Instead of working on diplomatic consistency, strategic depth and tactical prowess?
Tactical combat is usually a make or break thing for me. If a game looks good, but has no tactical combat I tend to avoid it.
Wowowo! Galciv2 was a great game at its time and still is, I STILL play galciv2. SD has also REALLY grown as a company and is is at the top of the caliber.
I acknowledge your opinion and agree on parts of it but when going way out to say unpopular things which I frequently do, I try ending my post/rants in a "IMHO".
I want tactical combat in galciv, it would greatly enhance the games power control and choice...and immersion. :3
I would say you don't know what immersion means, but we have rights of opinion.
IMHO
DARCA
I don't understand why people keep bringing up Tactical Combat. There's a time and place for tactical combat. An empire building game like GalCiv is not the place for it. Tactical Combat is great in a game like Age of Wonders where combat is the primary focus of the game. City Development, Diplomacy, etc is almost an afterthought. Age of Wonders III and GalCiv III are pretty much the only games I'm playing right now. In AOW3 I typically have only 1-4 rounds of combat per turn. In GC3, it's often closer to 10-12 and that's with the current low player count limits. In GC2 or Civ V, I'll often be doing 20+ rounds of combat in a turn, more if you're including planet invasions. Even in single player, Tactical Combat would get tiring. In multiplayer it would make turns simply impossibly long.
There's tactics games and there's strategy games. This is the latter.
1) choosing allies/enemies in multiplayer free-for-all games. in single player, diplomacy usually sucks. trading resources is probably the feature that sucks least. i hate bartering/haggling. i hate shopping around or trading technologies every turn.
2) usually less than 100 turns. games don't necessarily need to resolve all the way to the victory screen, but usually someone pulls far enough ahead that it's not worth playing anymore. if a 1v1 game is truly close for more than an hour it's usually a sign that players' decisions don't really matter, and that the game doesn't have enough strategy in it (i guess it's ok if larger maps with many players take longer, but there needs to be continuous tension - not just sim city)
3) good strategy games let me make informed decisions where I know the cost/benefit without having to learn dozens of hours worth of rules. good strategy games have opponents that are close to my skill level, so that my decisions will actually have an impact on the outcome.
bad strategy games have AI opponents that don't know how to play or cheat with bonuses and no good multiplayer implementation to make up for it. bad strategy games have lots of tedious micromanagement (math optimization isn't strategy).
strategy is really about making plans and weighing risk vs reward. making those plans and decisions, and then seeing them succeed or fail is what makes the games most enjoyable.
I don't understand why people keep bringing up Tactical Combat. There's a time and place for tactical combat. An empire building game like GalCiv is not the place for it. Tactical Combat is great in a game like Age of Wonders where combat is the primary focus of the game. City Development, Diplomacy, etc is almost an afterthought. Age of Wonders III and GalCiv III are pretty much the only games I'm playing right now. In AOW3 I typically have only 1-4 rounds of combat per turn. In GC3, it's often closer to 10-12 and that's with the current low player count limits. In GC2 or Civ V, I'll often be doing 20+ rounds of combat in a turn, more if you're including planet invasions. Even in single player, Tactical Combat would get tiring. In multiplayer it would make turns simply impossibly long. There's tactics games and there's strategy games. This is the latter.
The majority of Strategy games I played/play feature tactical combat. An Empire building game is the perfect kind of game to have tactical combat, because it gives those battles context. Total War would be pretty damn boring if it was just the tactical combat. Likewise Moo2 wouldn't have been any were as good as it was without tactical battles.
The point is I want to use those ships I designed in battle.Also, you don't have to make tactical combat enforced. Total War, Moo2 and lots of other games have an 'auto-resolve' combat option. If I outnumbered an opponent I would often auto-resolve. So Tactical combat might not affect you, but there are a lot of people who want it.
The point is to have choice, I like my strategy games to give me the option to control battle.There are lots of strategy games that feature tactical combat; why should combat be given less focus than development, diplomacy and research when it is an important part of empire building?
In general to all the questions; all features need to be available to AI and it needs to be able to use them. Diplomacy, research... If a developer is unable to make the AI use a certain feature, it is better if that feature is omitted.
1) I love the ability to win the game without killing everyone. So alliances and other treaties are my favourite. Diplomacy should not become a chore though and player should not be flooded with AI proposals and vice versa. Perhaps constantly repeating the same proposal could have negative consequences.
2) 100? Up to 200... But it depends on what each turn demands form the player - how many actions.
3) I dislike micromanagement. Never liked any strategy game that demanded me to do everything on my own.
What I was most fascinated about were random technology tree (SotS) and different ways to travel for each race (SotS).
Also in principle I loved the way Endless Space did the battles, though I'd prefer a little more player's influence. Fully micromanaged battles are never good and also they give the player an edge over AI. So I'd love simple orders, fleet based. The same as AI would be using.
IMHO, tactical combat is not a good fit for GC3 because the ship designer is (already) too abstract. GC* has made the game-design-level commitment to float high above the tactical level.
Most tactical combat systems borrow ideas from Starfleet Battles (using graph paper for those lovely checkboxen):
That's just the ship-design and component-level effects of tactical combat. On top of that, you also need:
RPGs do this, e.g. there's "party mode" where you wander the map with only 1 abstract icon for the whole party, and "combat mode" where you pop everybody out into 1 square/hex per character, and move them around individually.
The whole package goes together: component layout, component effects, tactical mini-game. Again, I think the (wise) designer must commit at game-niche choice time to compete within the tactical combat game niche or not. It's a vast investment in design and implementation effort, which you can't just shoehorn or retrofit into an existing game.
And even in tactical combat games, you still need a "Strategic Mode Hurry-It-Up-Don't-Bother-Me" mode to auto-compute or fast-forward through the foregone-conclusion dogfights that aren't worth your attention. That's a whole other can of worms, which SE* failed to solve. The same bad AI tactics that let you win tactical fights also ensure that you can't trust its fast-forward mode to win for you.
Ergo, even I'm not eager to force-fit tactical combat into everything. Even abstracting it away, there are sufficient interesting game-time decisions at the galactic level to fully occupy a human player's attention.
ever heard of mixed ice cream?
the above is nonsense galciv could easily add it and would fit in fine and people would love it. With that current belief SD choose not to though regardless of outcries and poles.
I can't understand why people would wet there pants and have their heads explode because they have a prompt to choose how to play the battle when it happens already. Then whine saying the outcomes are different when playing when they didn't even want it! The battles are meant to be nit just tactical but fun.
The points you made are moot however. Tactical combat does not require that components can be damage or that hull shapes should effect anything.
Galciv can easily keep abstracted hp's. Not all tactical combat in strategy games requires the level of detail in Starfleet battles.Older total war games had a single HP for each man in a unit, with only exceptional generals or elite units having more than one for example.while tactical combat in Moo2 did have component damage, there was no grid placement for components, the only direction based stuff was if you shot at the rear of a ship you tend to hit the engines, and shields/weapons had 'arcs'
Whats the point of having artistic ships if you never get to command them in battle? That's how I feel. It's also why I haven't bought a Galciv game to date. (played Galciv II on a friends PC for a while, so it's not like I've never played it)I want the empire management to extend to fleet actions. I just don't think combat should be underdeveloped and deserves just as much attention as expansion, research and diplomacy.
I don't think this was meant to turn into another tactical battles thread. Just post your damn preferences as we were asked...
The majority of Strategy games I played/play feature tactical combat. An Empire building game is the perfect kind of game to have tactical combat, because it gives those battles context. Total War would be pretty damn boring if it was just the tactical combat. Likewise Moo2 wouldn't have been any were as good as it was without tactical battles.So Tactical combat might not affect you, but there are a lot of people who want it.
I love how you quote my post but don't seem to have actually read it. Total War is a combat focused game with an empire building aspect. GalCiv is an empire building game with a combat aspect. Different gameplay focuses. Moo2 is pretty much the only game EVER to manage to combine these two aspects well. That said, even Moo2's tactical combat was pretty limited compared to newer tactics focused games.
The point is I want to use those ships I designed in battle.Also, you don't have to make tactical combat enforced. Total War, Moo2 and lots of other games have an 'auto-resolve' combat option. If I outnumbered an opponent I would often auto-resolve.
If all you are looking at is the numbers then either you don't understand the point of tactical combat or the games you play don't have very good tactical combat. Plus you are ignoring my whole point about multiplayer.
And I can't think of a single game with tactical combat that didn't sacrifice something in return. Legendary Heroes and Age of Wonders (both of which I play and enjoy) are both perfect examples of this. Both have solid tactical combat (AOW better than LH in my opinion) but the empire building aspect of both are far less in depth and on a far smaller scale than games like Civilization and GalCiv.
You somehow seem to have read my post as "I don't like tactical combat". That's not the case, there's simply some games it wouldn't work in. This being one of them.
Know how I know you don't know what you're talking about? Unless all you mean by "Tactical Combat" is watching your ships shoot each other and maybe picking targets occasionally then no it's not. Gilmoy just tried to explain this but apparently his point was missed as well. True Tactical Combat is more than just watching your ships fight and choosing who to shoot at first. It's making use of terrain, exploiting enemy vulnerabilities, and building an efficient army. GalCiv does not have any framework for that in place. There's no strengths and weaknesses, it's a simple build X upgrade to counter Y upgrade. All races and ships are on even footing. There's no real support/spell casting functionality, both of which are key to tactical combat. You don't necessarily have to take it to the level Gilmoy talks about with component damage and weapon facings. But you do have to have way more than we have now as that's not the type of game they are trying to design.
It would be great if we lived in this magical world where developers could include every imaginable feature and have it function 100% perfectly and done in a way so that it plays exactly like every single person wants but that's simply not possible. You can't make a fundamental change like shifting to tactical combat without it having a negative effect on some other aspect of the game. Time is money and implementing GOOD tactical combat is a huge undertaking.
Lastly, anyone who suggests that having an "auto-resolve" button magically fixes it for people who don't want to do tactical combat hasn't played enough tactical combat games. I have yet to play a tactical combat game where the AI does even a remotely good of a job of playing as a human which means when playing multiplayer you will either have to do tactical combat or you will lose. AOW and LH are again a good example of that. Unless you have completely overwhelming advantages (and sometimes even then), you will have to manually play it out.
And I can't think of a single game with tactical combat that didn't sacrifice something in return. Legendary Heroes and Age of Wonders (both of which I play and enjoy) are both perfect examples of this. Both have solid tactical combat (AOW better than LH in my opinion) but the empire building aspect of both are far less in depth and on a far smaller scale than games like Civilization and GalCiv.You somehow seem to have read my post as "I don't like tactical combat". That's not the case, there's simply some games it wouldn't work in. This being one of them.
Know how I know you don't know what you're talking about? Unless all you mean by "Tactical Combat" is watching your ships shoot each other and maybe picking targets occasionally then no it's not. Gilmoy just tried to explain this but apparently his point was missed as well. True Tactical Combat is more than just watching your ships fight and choosing who to shoot at first. It's making use of terrain, exploiting enemy vulnerabilities, and building an efficient army. GalCiv does not have any framework for that in place. There's no strengths and weaknesses, it's a simple build X upgrade to counter Y upgrade. All races and ships are on even footing. There's no real support/spell casting functionality, both of which are key to tactical combat. You don't necessarily have to take it to the level Gilmoy talks about with component damage and weapon facings. But you do have to have way more than we have now as that's not the type of game they are trying to design.It would be great if we lived in this magical world where developers could include every imaginable feature and have it function 100% perfectly and done in a way so that it plays exactly like every single person wants but that's simply not possible. You can't make a fundamental change like shifting to tactical combat without it having a negative effect on some other aspect of the game. Time is money and implementing GOOD tactical combat is a huge undertaking.Lastly, anyone who suggests that having an "auto-resolve" button magically fixes it for people who don't want to do tactical combat hasn't played enough tactical combat games. I have yet to play a tactical combat game where the AI does even a remotely good of a job of playing as a human which means when playing multiplayer you will either have to do tactical combat or you will lose. AOW and LH are again a good example of that. Unless you have completely overwhelming advantages (and sometimes even then), you will have to manually play it out.
So you may say. lolz.
I actually haven't found any problems with "Immersion" in GalCiv so far. I've seen this word bandied in the place of "polish", "flavor", and "cinematic narrative" so far in the thread, all of which are different with regard to semantics.
Most 4X games rely on a pretty low maximum of lore details and alternate narratives. I count this as a point in their favor, since I've played D&D for over 20 years I think these things have their places.
Just seems that a lot of these discussions are devolving toward a common point: "If you can't do it well, don't include it", which is probably a vague response to a request for specifics.
Basically this.
There are many great features available to you once you register, including:
Sign in or Create Account