I've seen a lot of people on here complaining about this both with GalCiv3 and Civ:BE and I don't get it. These games are sequels not spin-offs. You buy a sequel because you like the original and want more of it. There's been 6 Star Wars movies and 12 Star Trek movies, both with more coming. If the new Star Wars movie comes out and is a musical, you're going to be like WTF? It's a sequel, it's supposed to pick up where the previous left off. GalCiv3 and CivBE both do this.
That's not to say you can't have complaints about the games, but people are upset because "hey this is just like the last one". Yeah, duh, it's a sequel. I would pay good money for Warlords Battlecry III or Battle Chess to be remade exactly as it was except with updated graphics, widescreen compatibility, and Win7/8 support. Sometimes that's all you want. If they add more than that, great. But don't re-invent the wheel. If I buy Warlords Battlecry IV and get a shinier Warcraft III, I would be severely disappointed.
I'll admit there's an argument to be made about Expansion/DLC vs Sequel with CivBE given how much is recycled but I still don't see why you would expect it to be anything other than CivV in space?
I guess if you liked original, OFC you dont want to be sequel to be something completely totally different. But certain novelty and additions are needed, and i am not sure just better graphics and Win 7/8 support qualifies to be that kind of novelty i am talking about. Personally I dont want to feel i am playing exactly the same game again, it gets boring quickly. I was mightily disappointed in StarCraft 2 for example, as far as i am concerned its the same as the first game. One would expect it to draw some inspiration and incorporate some mechanics from succesful and novel RTS games, which were released between SC1 and SC2, like say Supreme Commander, Dawn of War, Company of Heroes, whichever else comes to mind. But no, and that why i feel about it like this.
Anyway, its simply matter of hitting the right spot with the amount of changes you do to, but even then, you cant never satisfy everyone, since every fan of the original has its own opinion and preference about how the sequel shall look, what needs to be kept intact and what needs to be removed/changed or added.
The complaints about Civ:BE aren't that it's too similar to Civ V, they're about it being poorly designed. It's actually a step backwards from Civ V.
Well they kind of set themselves up with SMAC
Value for money. In my opinion, Civilization 5: Beyond Dearth is poor value for money as it doesn't do enough to differentiate itself from Civilization 5. It's essentially Civilization 5 with a pasted on Sci-Fi theme and a couple of novel ideas thrown in.
As well as this, as mentioned, it is poorly designed and is actually worse than Civilization 5. (Which was a piss poor iteration of the franchise to begin with.)
Oh Thormodr, I know you love Civ V deep down.
It's Civ5 without the DLC which made it good. The "planet is alive" feeling you got in Alpha Centauri is completely gone. Graphics are surprisingly ok. It just doesn't have any feel to it, it's just a bunch of buttons I press to see the next thing go +1 and then it ends.
I think with Civ:BE comparing it to SMAC... although completely valid and understandable sets the bar extraordinarily high. Size a million boots to fill. It's not aged well graphically but the writing, the voice acting and the *feel* of the game carry such emotional weight it's hard for any game to match that.
It's like trying to replace a child's favourite toy with a fresh, easy to clean one. The transition between the two is painful, but I have hope that both DLC and modding will bring the world to life... it's mostly changing text, colours and numbers not completely new mechanics/UI that's needed. Better quotes, more significant and difficult options (like wealth vs knowledge vs power or police state vs democracy each with pros and cons and a strong thematic link to the +1 bonus), more faction backstory (thematic stuff again)... they're not massive changes or well beyond the scope of updates, expansions and mods.
So yes, I'm not won over but I don't dislike the game either. I just hope that lack of enthusiasm doesn't shrivel-up the modder interest. A lot of people are reluctant to move over to different games if the audience isn't there. Still, I've seen a SMAC quote mod and tech-tree UI mods already (colour coded icons for wonders/improvements etc.)
I have not played it yet but I wonder if Firaxis fell into the same trap as (I suspect) SD did back in 2010. I am talking about the "we are releasing to brick and mortar stores and oh, crap, we do not have all of our features in on time but need to release to honor contractual obligations." It feels that way to me looking in from the outside. Man, if I had a game company I would only want to release on digital platforms so I had full control of release "when it is ready." If this is true, it means there is hope that the released product is only XY% complete towards their vision and we will see the full vision upon some post-release patches. I am awaiting a Steam sale.
It looked fairly close to the current build quite a few weeks ago in the twitch streams. It's not buggy, but needs a fair amount of balance work. Everything seems to work as intended... or close to it. The quotes are all in, not exactly placeholders but not exactly perfect either. I'm not sure... it certainly hasn't gripped me like other games have, not since Civ4. I'm not sure if the problem is pushing for a big global release or not having writers/devs of the same quality as the old team back in the Alpha Centauri days.
Still, writing is easy to mod, as is +1 bonuses. Change a few to +3 -1 and suddenly choices matter. Tie in some fluff text to them referencing the different nations and now the game feels more grounded and real. Small changes in the grand scheme of things.
Why buy what you already have?
As someone how loves star wars I say if episode7 ,8,9 suck I'm done. I will not like something because the logos the same and definitely if its a musical. I buy games because I like/want to do something with a certain feature, not because of of the lore or story.
BE smells and looks like BO and a clone of civ5.
;- )
I don't actually have civ5... I played it to try but didn't like it enough to buy it... I just stuck with civ4 and mods due to low budget. So I'm not quite as jaded from the similarities. I'm sure I'd feel different if I'd played the rest to death. That said, I do buy books 2,3 of a trilogy if I've read the first. I can't help but want to know the full story, or the arc of game development. Even if the later releases hurt (Moo3, SotS2 etc.) So my not getting civ5 shows I'm really really not a fan of the dumbed down simplicity it offered, the same things I'm moderately annoyed with in BE. (Less text, insignificant choices, weak AI and aliens, easy sea-transport logistics etc.)
charon2112 sez: Oh Thormodr, I know you love Civ V deep down.
charon2112 sez:
My copy is buried deep down in the ground where it belongs.
@DR F. IKR I once started a 9 book series and it started sucking at 4-5 or was it 2? Anyway I still read it and convinced myself to like it. Sad times.
The stark difference between Homeworld and Homeworld 2, removing Support Frigates/Repair Corvettes and making Frigates extremely weak, was enough to tell me what can happen when the sequel is vastly different from the original.
I was hoping that CIV V was gonna be an evolution on CIV IV (best 4x ever), but it was a revolution. I never bought CIV V (I have played all previous versions since the original CIV).
A good sequel recipe
1. Improve graphics
2. Improve GUI and make all functionality easy to find and use
3. Chose one or two weak parts of the original and reinvent them. Make them fun
4. Keep the core of the old game
5. More content. Since much of the basics are already there, use extra time to get more monsters, tech, quests and so on.
6. Add some functionality (Meld and Mechs in the last XCOM)
Thats what I want. I dont want someone to rip out the heart of the game and try to be super clever. I dont want simpler mechanics to cater for consoles, new gamers or other. I want better UI, better tutorials and such to help the newbies. Shame on you SupCom II, Heroes VI ++++
If that's your "good recipe for a sequel", then Civ IV and Civ III were poor sequels, because they completely changed the game franchise from their earlier versions. There were a lot of vocal Civ IV haters when it released who completely refused to purchase the game because of these same reasons, just check out the CivFanatics archives (if they still exist) and you'll see what I mean.
Meanwhile, I'll enjoy discovering my shiny new toy while you haters play in your old familiar sandbox being crabby and not letting anyone else in. Have fun!!!
"It's a sequel, it's supposed to pick up where the previous left off. GalCiv3 and CivBE both do this."
Depending on how one defines a sequel I ques. For me it is just a label that does not mean anything more then it has some sort of connection with an earlier game be it story, game mechanics or whatever. It is hard to understand this as a "get out of jail free" card for companies that sell products though it is true that a single person can buy whatever product for whatever money he/she is willing to pay for it in theory
I cannot tell if I will dislike GC3 the way I did CIV5, but the later I have played as the first CIV game and consequently I did not buy it because I liked the previous iteration but because of reviews and the promised concept. The problem lied in the things that I did not like and the reviews did not mention (such as the weak AI). Normally reviews should be the ones that point these flaws out but sadly they grind through the titles so fast that they ignored a lot of flaws if the game has good production values and just let it fly but you will find these in time from the customers
Now regarding sequels: Companies try to promise the stars from the skies to get customers to buy the next iteration as well while putting the least possible effort into it while the customers brag about the flaws to get them to invest more in DEV and iron out flaws or at least do not make new mistakes with each new title - This is the balance of this economy. Naging of the customers is a vital part of the balance else everything flies and if the customer is happy why change? This is true to any product in any market. Even ERP systems have community that always nag the developer to fix this and that and get a new version out prompt to include new features or they turn to the competitor but there you have a support contract and SLAs though also more money
There have been and will always be disappointing games that promise a lot on paper but deliver little or try to ride the wave of a previous title (I am looking at you ME3 leading the pack ) and thus the customer gets buyers remorse and goes to the forums hence here we are Most of us nag on forums since we care. We would like to get and support games that do show those features that have been promised and evolve with the available technology improving on aspects of a previous title while not loosing any of the existing parts. DEVs can also learn from positive and negative examples of other games especially if they are so similar to each other like GC and CIV.
So in the end those who like the game as is do not loose anything. They can simply ignore the nagging, while still profit from improved quality if game DEVs learn from the critics of other games or even from their previous titles.
Yes, it's another book. I seem to be incapable of being brief. For whatever reason, quotes are refusing to work for me so I'll have to make due without.
Timmaigh: I'm not saying you can't make any additions. However, many people aren't asking for just some new novelties, they are asking for things that completely change the way the game plays. My examples of Warlords and Battle Chess were extremes, but I was trying to make a point. There's a limit to what you could add to a Battle Chess remake before it wouldn't really feel like Battle Chess and at that point why bear that Battle Chess name other than to get people to buy it thinking it would be like the original?
I would argue you might have found Starcraft 2 to be boring because Starcraft 1 was a boring game. I realized I've opened the flood gates with that statement but hear me out.
Starcraft was huge hit because it was an exceptionally well done game from a production standpoint. Excellent voice acting, excellent story, solid graphics, solid engine. It's no question one of the most polished RTS's ever. But lets be honest, what did it offer from a new/novelty perspective? You can't argue they drew heavily from their work with Warcraft II. Keep in mind Starcraft came out after both C&C Red Alert (Unique Factions) and Total Annihilation (Terrain Height affects). Again, they produced an exceptionally well refined package but there wasn't a lot of "ALL NEW" to it. However, I know people who still insist on breaking it out at LAN Parties to this day. Blizzard has never been about reinventing the wheel, they're about the best traditional wheel than can. And they are VERY good at it.
A year after Brood War, we have Star Trek Armada and Warlords Battlecry. Both of those games have far more new novelties (Functional 3D maps and persistent customizable heroes respectively at the top of the list) than Starcraft but obviously neither achieve the success of Starcraft. Why? Because they were poorly made games and that's is coming from somebody who loves them. Both games were riddled with bugs and boring campaigns. Their sequels suffered the same downfall. I could give you a book on things that could have been better about both of those game but I'd still rather play them than Starcraft.
By the sound of it, you've played Supreme Commander, correct? What would happen if they integrated Relic's CoH/DoW terrain/tactics features into it. You've taken a game that's all about massive hoards of units and tried to meld it with a game that's all about micromanagement. There's a reason you control hundreds (or thousands) of units in one game and a dozen or two in the other. Don't get me wrong I love both games. But those are simply mutually exclusive goals. If you do it you just end up with a game the masses find overly complicated. That's the feedback I most commonly heard from people I introduced to Warlords Battlecry. "It's too complicated, there's too many damage types, it's too much to remember in an RTS". Unfortunately people that thrive on that sort of thing (like me) are the minority.
DARCA: Your posts conflict each other. You ask "why buy what you already have" then say you love Star Wars. I am not bashing Star Wars here, but think about it. Ignore the books and look just at the movies. "Star Wars" sets the stage, we've got a small group of "good guys" battling the evil empire. Empire and Return chronicles the continuing fight. Ok we find out one of the bad guys is the good guys dad and the brother and sister kissed. Episodes I-III show us how we got to where "Star Wars" started. The teams never change, it doesn't turn out that Palpatine was actually an Ewok, or Luke was actually a woman. We very much paid 6 times for the same thing. We are both ready to pay 3 more times for what we assume is going to be basically the same thing. You said it yourself, if Episode VII was a musical you wouldn't buy it. Why not, after all, it's "ALL NEW"? Because you wanted more Star Wars.
Let's look at it from another industry. GM has been making the Corvette for 61, almost 62 years now. In 1953 it was a 2 door sports car. In 1973 it was a 2 door sports car. In 2013 it's a 2 door sports car. For that matter for 54 of those year it was strictly a naturally aspirated V8 powered sports car. Look at threads/media from when the new body style was announced. What's one of the first questions you see? "Where's the quad tail lights". For 53 years Corvettes had quad tail lights. When something works, you keep doing it. I would love people reactions if they announced a Corvette without a V8.
The point of my original post wasn't saying you shouldn't make improvements. My point was SOME people are upset because they didn't reinvent the wheel.
I'd say sequels have this problem:
Familiarity, safeness and refining old works is a good way to keep customers.Novelty, uniqueness and breaking the mould is a good way to attract new customers.
The two are a contradiction, which makes each sequel a compromise between two conflicting visions. Added to that each designer's enthusiasm and productivity is linked to which of the two aspects they side with (it's a waste of resources to have unhappy devs making a game they don't want to play). Further you have to consider sales:
More money made before means the less pressure to take the safe familiar optionLess money, less potential for a bigger scope and an inability to take the risks of a novel product.
But the money comes from old customers rather than an influx of new customers. So the money makes you inclined to make a different game to what the audience seems to want. The developers, accountants, shareholders, public and repeat-customers all have slightly different, but overlapping views that shift based on the group size, cost and other factors that influence the risks and rewards.
(I'm sure you could model it mathematically... or at least make a model and see how well it fits, and what odd predictions it makes about behaviour of companies in future. How the sales of previous games affect user words like 'same, similar, just like, copy' on the sequel)
When Civ V came out, the biggest complaint was it wasn't exactly like Civ IV...
Now Civ BE comes out, and the biggest complaint is it is too much like Civ V...
Complainers are the most vocal crowd, but being loud does not make you right nor representative of the majority...no matter what you do, there will be someone upset and that doesn't make your product a failure...
"When Civ V came out, the biggest complaint was it wasn't exactly like Civ IV... Now Civ BE comes out, and the biggest complaint is it is too much like Civ V..."
"When Civ V came out, the biggest complaint was it wasn't exactly like Civ IV...
Now Civ BE comes out, and the biggest complaint is it is too much like Civ V..."
I do not know Civ IV, but Civ V is so easy I could beat it easily with no prior experience of Civ games (I was building roads half way through the continent until I released you can connect cities to capital via harbors and didn't create a single warship until late game) and still got bored till the end in the first play-through so much I declared war on everyone so something happens. They all lost the war by the way.
Wasn't so much wishing BE to be Civ V as wishing it would fix the AI issue which has been acknowledged even by the DEV team well before BE was announced. Normally if an employee tells his boss he messed up his work you would expect he would not make the same mistake right the next day.
Complainers are the most vocal crowd, but being loud does not make you right nor representative of the majority...no matter what you do, there will be someone upset and that doesn't make your product a failure..."
This might be a generalization, there are abundant positive as well as negative opinions on anything (people love to express their opinions ).
I agree that there will always be critic on anything of interest but this is due to the fact that there is no perfect way of doing things what makes a product a failure or success depends on the aspect that is being looked upon. Is it monetary, or do we measure success on impacts it has on other products like in academical circles? Or do we simply ask a bunch of people what they think?
All are valid evaluation aspects but in the end everything in the world we are creating for ourselves changes and this is accelerated by criticism. Why create a self driving car that runs on love when you can just go on foot everywhere? (because we are able to )
Call me crazy, but I think the changes made in Civ:BE are great. While I wouldn't want to see them in a "traditional" Civ game, they do make the gameplay less linear. There are also more unknowns on how your opponents are doing. It becomes less of a race to build the wonders, because your opponents could be going on a completely different tech track.As other have said, people ALWAYS complain when the new civ comes out. It gets old. It must be such a bummer to have so much negativity.
"As other have said, people ALWAYS complain when the new civ comes out. It gets old. It must be such a bummer to have so much negativity. "
There is also a lot of negative experience to be had when raising a puppy or even a child - still the overall experience is generally found to be a positive one
Unless the puppy grows up to bite the leg off of the mailman because it has not been tough (criticized) enough
Do not be afraid of constructive criticism no matter what the topic is: there are places in the world where you can go to work-camp for having them thus the opposite does not necessarily bring happiness and satisfaction
This has no relation to my comment...I did not support nor criticize any game of the civilization franchise, I merely pointed out that the existence of complainers does not make a game bad nor does it inherently point to the flaws of a game...
But since you brought up the difficulty (or lack thereof) of Civ V, why not continue that discussion...it is quite convenient you leave out the difficulty level you played on, and since it was your first game, one must wonder just what version of the game were you playing? For all I know you were playing on settler with the launch version of the game...
Regardless, we still can answer the question: is the Civ V AI flawed? Sure it is, just like the AI of every game...
Galactic Civilizations 2 -- AI totally inept at defending against culture...poor logic with many of the new buildings introduced in Twilight of the Arnor...few AIs would even bother putting defenses on their ships till late game...some of the AIs wouldn't even expand beyond a few planets regardless of map size (Drengin worst violator of this)...AI easy to dupe in trading research...had no concept of transporting population from core to frontier worlds, etc. etc. etc....and this game is considered to have one of the best AIs of any strategy game...
Sins of a Solar Empire -- AI totally inept at fighting starbases and largely incapable of handling titans...AI expansion is terrible, even on highest difficulty you can out expand the AI with ease...AI use of abilities is mediocre at best, and appears to have no strategy in selecting capital ships...AI logic for determining whether to stay and fight or run is awful, and it will routinely suicide large quantities of ships for absolutely no reason...AI becomes utterly broken after so many minutes of play time, not making use of diplomacy and not researching any additional technologies...AI fleets can be held at bay indefinitely with kiting scout ships and trade ships etc. etc. etc...and this is considered to be the best 4x space genre game at the time....
Rome 2 Total War -- AI struggles to assault any structure, letting units stand indefinitely and do nothing or letting go of siege equipment and never using it again...AI armies will suicide into enemy territory and leave themselves open to ambush...AI struggles to build anything beyond low tier units unless you do it a favor and totally wipe its army late game (and let it live)...AI is pathetically passive, letting you expand at will and not giving a care in the world...AI often starves itself to death and doesn't know how to solve the problem, crippling it until it is eliminated and absorbed by someone else...and this here is the flagship title of a AAA studio...
Europa Universalis 4 -- AI is totally inept at executing amphibious assaults....AI fails to recognize growing threats and lets nations eat the whole world without doing anything to stop them...AI is a terrible ally in wars, often suiciding armies for no reason or refusing to reinforce key battles one province away for no reason....AI can be tricked time and time again to attack in unfavorable terrain...AI is terrible at using its navy, often losing whole naval arsenals despite having overwhelming numerical superiority...AI is poor at developing its economy, preventing it from fielding decent armies late game...and this here is the flagship title of a highly successful studio...
The only strategy game that has good AI is chess...anything more complicated than that, and the AI will always be problematic...even the "good" AIs bank on cheating in order to compete...in GC2, AIs can see whole map without the need to scout...in SoaSE, AIs get technologies instantly before they even have the labs and can upgrade capital ships to ridiculously high levels...in EU4, the AI gets extra diplomats, never has to worry about colonies being attacked, and knows the move orders of all your units....this ignores the cliché economic bonuses AIs get by raising the difficulty...
The Civ V AI isn't any more problematic than the AIs of other highly acclaimed strategy games from prestigious studios...that it sucks points to a limitation in gaming technology, not a flaw with the game...Civ IV had AI issues of its own, they just weren't primarily with the combat system which tends to get more attention than other aspects of the game...
Fear of criticism is not the problem....using the existence of criticism as evidence that a game is flawed is the problem because there will always be criticism...one should be wary of criticism that Beyond Earth is just like Civ V when there was also criticism of Civ V for NOT being like Civ IV...I'm not saying the criticism is wrong, but it certainly isn't right just because it exists in large quantities....a lot of the criticism for Beyond Earth and GC3 are philosophical differences and NOT actually issues with the game...you don't criticize chess because it isn't colorful enough just as you wouldn't criticize Candy Land for not having deeper strategic thinking....
"I'm not saying the criticism is wrong, but it certainly isn't right just because it exists in large quantities"
Wright or wrong are ethical perspectives, I think we didn't go there, but I do agree that criticism does not make a game flawed in and by it self if by nothing else then due to the fact that I believe everything can be criticized (question is rather what, when and why).
I also do not specifically want to make a statement if BE is flawed objectively, but I do hope that the DEV team of this game can profit from the criticism of that game when developing their own. That is the goal of most of related discussions here I guess also for others and not the goal to label a specific game good bad, flawed or prove if said criticism is representative.
I like the evaluation of the different AI flaws though, you might wanna post that here since it is exactly the above criticism both positive and negative requested: https://forums.galciv3.com/457733/page/5/#3503831
Also agree that anything above chess is much more difficult to program though not imposable by any means. I always try to play a difficulty level where the AI does not get additional resources - do not remember what was the corresponding one on CIV5 anymore but that is the basis to which I could compare AIs of various games. It is hard to name good examples up to date but Star craft 2 and Dawn of War fared quite well as I remember + 7 kingdoms from the old days (later had even diplomacy in which the AI was quite efficient in). Naturally being an AAA title does not equate more resources to AI development.
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