Sandbox 4X games generally lack a campaign, but that changed with GalCiv III, which introduced one. Over the past 30 years, a wealth of lore has been created for the GalCiv universe. I started writing the lore that would come to be used for GalCiv when I was in college which is when I wrote the first game.
The question remains: should we include a campaign in the base game or offer it as DLC?
Each GalCiv game has been guided by a central theme, inspired by a backstory that dates back to my college days. Here's a recap:
Long ago, the universe was guarded by beings known as Mithrilar. One Mithrilar, Draginol, was malevolent and twisted, having originated from another universe. The Mithrilar created various beings to aid them, including the Arnor in the Milky Way galaxy. Tasked with guiding sentient races to the stars, the Arnor aimed to prevent any one race from dominating the rest.
The first race to reach the stars was the Iconians. The Arnor fiercely debated how to prevent them from becoming too powerful, leading to a civil war. The losing side, called the Dreadlords, was banished to a pocket universe.
During the war, the Iconians built sentient machines that eventually overthrew them, becoming known as the Yor. Lacking faster-than-light (FTL) travel, the Yor fled to a new world but suffered a significant technological setback, restarting as a pre-industrial civilization.
With the Arnor mysteriously gone, their artifacts, junk, and devices were scattered across the galaxy, and their knowledge faded into obscurity. They became known as the Precursors.
The first races to expand into space were the Drengin and the Arceans. Both races independently constructed Stargates to enable travel at 100x the speed of light. The Drengin discovered and enslaved the minor race of Torians, while the Arceans found humans.
The Arceans had towed a Stargate towards Earth for millennia. By the time they arrived, humans had advanced technologically, populating the solar system with robotic vessels and nuclear weapons. Humans studied the Stargate and developed a portable version called Hyperdrive. Fearing monopoly abuse, human activists shared Hyperdrive technology with other alien species, sparking a great space race.
The stories of the Dread Lords, Crusade, and more are detailed elsewhere. As GalCiv IV: Supernova begins, the Drengin Empire is confined to their home system, monitored by the "benevolent" Terran Alliance.
Fortuitously for the Drengin, they discover a crashed ship belonging to a species called The Navigators. The ship holds technology capable of teleporting to other parts of the galaxy using subspace streams...
Now, it’s easy to just say “Oh yea let’s have a campaign” but we only have finite resources. So if we make a campaign for the 1.0 version of Supernova that means other parts of the game won’t get as many features.
So the question is, should we do this as part of the release of Supernova or save it for a DLC?
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Galactic Civilizations IV: Supernova Dev Journals
Dev Journal #56 - Ship Types
Dev Journal #55 - Ship Classes
Dev Journal #54 - Warlords Preview
Dev Journal #53 - Abilities & the Intueri
Dev Journal #52 - Moving People
Dev Journal #51 - Citizens in AlienGPT
Dev Journal #50 - Terran Tactics
Dev Journal #49 - Children of Altaria
Dev Journal #48 - Survivors of Elemental
Dev Journal #47 - The Exiles of Iconia
Dev Journal #46 - Expanding the Drengin Empire
Dev Journal #45 - The Torians' New Toys
Dev Journal #44 - New Improvements for the Arcean Republic
Dev Journal #43 - Diplomacy & Surrender
Dev Journal #42 - Spotlight on the Yor Singularity
Dev Journal #41 - Managing a Large Game
Dev Journal #40 - Return of the Korath
Dev Journal #39 - Fleet Management Tools
Dev Journal #38 - UI Updates in the v2.2 Ethnology Update
Dev Journal #37 - New Biomes in the v2.2 Ethnology Update
Dev Journal #36 - v2.2 Preview
Dev Journal #35 - The Juggernaut of Culture
Dev Journal #34 - v2.1 Genesis Update
Dev Journal #33 - Mod Manager
Dev Journal #32 - It's the Little Things...
Dev Journal #31 - The AI Strikes Back!
Dev Journal #30 - Ability Visibility
Dev Journal #29 - What’s New in Supernova
Dev Journal #28 - Replacing the Tech Victory in 4X
Dev Journal #27 - Localization
Dev Journal #26 - The Animals of AI
Dev Journal #25 - A Galaxy for Everyone
Dev Journal #24 - AIs Drinking Coffee on Planets
Dev Journal #23 - A Weekend of Polishing
Dev Journal #22 - Improving the Ship Design Screen
Dev Journal #21 - What to do about Space Bugs in Battle
Dev Journal #20 - How people use AlienGPT
Dev Journal #19 - Culture is your Civilization's Character
Dev Journal #18 - Should there be a campaign?
Dev Journal #17 - How much should you see?
Dev Journal #16 - The importance of onboarding
Dev Journal #15 - Thinking about planets
Dev Journal #14 - How many turns should that thing take?
Dev Journal #13 - GPT
Dev Journal #12 - Humanoids?
Dev Journal #11 - The AI Elephant in the Room
Dev Journal #10 - Little New Things
Dev Journal #9 - The FAQ
Dev Journal #8 - The Supernova Crisis
Dev Journal #7 - What's New in Supernova
Dev Journal #6 - Technology and Ideology Changes
Dev Journal #5 - The Planets are Liars
Dev Journal #4 - Event Updates
Dev Journal #3 - Battle Viewer And Ship Behavior Improvements
Dev Journal #2 - Updating Visuals
Dev Journal #1 - The 2023 plan
I say nay. I want to be able to play a good game, not play a campaign. I really wish you guys do some quality of life improvements to the game. There are some good features that GalCiv 2 had that GalCiv 3 & 4 don't, such as better rally points or fleet management.
Have you tried to put a fleet of tiny ships together? 64 of them? You need to select each ship individually while hold the ctrl button. 64 ships is a lot of mouse clicking. If you make a mistake you have to start over.
I'm quite happy to read the lore of the game outside of the game.
I'm still mad at you guys at letting civs survive because they still have a colony ship somewhere on the map (a GalCiv 3 problem).
When GC4 was coming out, they asked if people wanted the battle veiwer even though other aspects of the game would recieve less work\polish.
Enough people including me voted yes and they added the battle veiwer back in.
Stardock listens to us. We actually get to play a huge part in how these game are made. While I agree the campaign should be left for DLC or made into mega events, questions like this are how they gage interest in what their player base wants.
When GC4 was coming out, they asked if people wanted the battle veiwer even though other aspects of the game would recieve less work\polish.Enough people including me voted yes and they added the battle veiwer back in.Stardock listens to us. We actually get to play a huge part in how these game are made. While I agree the campaign should be left for DLC or made into mega events, questions like this are how they gage interest in what their player base wants.
So true the far setting in the Galaxy set up is one I suggested, then I suggested it and suggested it again, did I mention I suggested it? They finally added it to shut me up.
In this case and seeing most of the votes going towards finish the current version and then add a campaign in a DLC is leading I believe that will be the outcome.
My opinion is:yes to the campaign, I'd like to continue the epic (I started with GalCiv2, and played all of them since) but better to put it in a later DLC, first there are more important things to add and fix for the sandbox
I like campaigns in a game I always play that first. A good option for me is to have 1 or 2 campaign maps to get you excited about the story and act as a tutorial and the rest to come as DLC. This way people will be inclined to buy the DLC, to see the rest of the story. However, if this is not an option people generally prefer a well-refined experience in games.
I have never wanted to play campaign. For me, the point is the variable challenges and opportunities presented by random sandbox galaxy generation.
I have purchased every GC game and expansion to date.
Campaigns have come to be expected for me. I love to play through the stories.
Having said that, I will purchase every expansion and DLC you create for GC without a second thought.
I would prefer you add it as a DLC (hopefully multiple DLC) for the extra revenue.
Personally, I think saving it for DLC would be the best option for a couple reasons.
1st: I think what's most important for the 1.0 launch of supernova is to launch with all the mechanics extremely refined, bugs as low as possible and all the important information being extremely readable for new players. Granted this is just an assumption, but I am guessing you'll be pushing advertising of some kind after the game launches to attract new and returning players - You NEED that first impression, that first experience to be flawless, especially after some of the "meh" reception of base gal civ 4. So I think you should focus entirely on hammering out, adjusting and refining the important features for now.
2nd: I want a GOOD campaign. As you mentioned, campaigns aren't the normal for sandbox 4x games which means an average or bad one is extremely easy to forget about/gloss over and never think about again. So, if you do a campaign it should be something very special, the kind of thing that takes a large amount of development time/devotion. That's much easier to do if it's own post-launch DLC than trying to shoehorn it in for 1.0.
So overall, I think trying to put the Campaign in for 1.0 would be result in a sub-par, forgettable campaign and potentially impact the quality of the game as a whole which serves neither company nor customer. Saving it and focusing on it as a DLC is the best idea to give players the base game they deserve, an excellent campaign people enjoy playing and of course the best bang for the companies buck.
Just my two cents.
So if I look at what's happened with GC IV to date.....there is to this day polishing and balancing that I wish was done but was never gotten to. So clearly development resources remain tight.
To that end, I would much rather have effort spent on the core game than on a campaign.
add me to the 'no campaign' list as well - i hardly ever play them (especially as a 4x strategy scifi game) i'm happy with the more organic storytelling that just comes from playing....
Between more features or campaign. I'd vote for more features.
However I liked the previous GC where the campaign was incorporated in to the tutorial. That way it could tell a short background story while helping a new player with the mechanics of the game.
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