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Eli
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Israel
Jul 2000 time: 07:14
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quote: Originally posted by ADG
and I think about 25% of the remaining will leave if there's a monthly charge
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Looks more like 75% for me.
They must make it free IMO.
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KoalaBear33
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Toronto
Jul 2001 time: 00:14
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I have been trying to figure out online perceptions but people are flaming me badly on another thread. I'm trying to figure out how strategy games are when it comes to online features. Anyway here are my thoughts...
Don't even compare civilization to chess. Civ just isn't where chess is. Strategy games are just in their infancy when it comes to online gaming.
The first and most obvious thing is that the game must be balanced. If there are a few strategies that will win out all the time, then everyone would go for that and it won't be much fun. If there were tournaments then everyone would do the same thing and it would be pointless. This basically means that the developers should address any faults with the game on a continual basis (kind of like RTS games).
The second thing is something I'm not sure about. How long does it take to play strategy games online (I have never played online)? Hopefully a game will finish in a few hours, or in the worst case a few days.
They also need to come up with a good scoring system. If games finish quickly (few hours) then wins/losses is probably sufficient. But if they last longer then it is probably more meaningful to come up with a system that values your resources, cities and so on. I don't think they should use the in-game scoring system because those are often exploited and might not even cater to online gaming (online vs single player is usually a big diffrence because you are playing against "smart" people unlike the dumb AI ).
As far as how to do it, there are many choices. Since civ is a turn based game it should be very easy to create a good online environment. The best thing is to have a matchmaking server (as in RTS games eg. battle.net for Blizzard games; The Zone for AOE; WOL for Westwood games). I don't know if the developer/publisher of civ can afford this but I think they can.
Once all these are satisfied and online gaming is stable, then civilization can follow one of two paths. First option is for the developers/publishers to set up their own tournaments, ladders, and so on. In this case, the developers must monitor the ladder and watch out for abuses and that sort of thing. The other option, which is more desirable, is to get accepted into something like the PGL (professional gamer's league), where people play for prizes (I think there is a small entry fee for everyone though).
KoalaBear33
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JellyDonut
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Köln, Deutschland
Jul 2001 time: 06:14
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As for the format of the Internet playing, I would like to see something like Warcraft II Battle.net. A free server where Mac and Windows users can both play.
However, I don't think wins/losses will work well, because only 1 out of 7 people wins a 7-player game, so losses will be much higher than wins for most people. It should take into account the fact that so few people "win" the game and how long you lasted, i.e. if you play a 7-player game and are among the 2 left and lose, you should get more points because you outlasted 5 civs, or if say 4 civs are left and one goes to AC, the other 3 should get credit for staying around until the last civ won. It should also take into account resources, cities, economy, culture, etc. as was suggested earlier but civ score might work if it is not easily manipulated in Civ3.
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Sabre2th
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Also -- I think a multiplayer setup like battlenet would be a vast improvement over previous civ options.
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KoalaBear33
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Toronto
Jul 2001 time: 00:14
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quote: Originally posted by JellyDonut
However, I don't think wins/losses will work well, because only 1 out of 7 people wins a 7-player game, so losses will be much higher than wins for most people. It should take into account the fact that so few people "win" the game and how long you lasted, i.e. if you play a 7-player game and are among the 2 left and lose, you should get more points because you outlasted 5 civs, or if say 4 civs are left and one goes to AC, the other 3 should get credit for staying around until the last civ won.
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I like your suggestion. When I said win/losses I meant that you will get a score and not a win/loss. For example, you might get 3 points for a win, and 0 or maybe -1 for a loss. A good example of a win/loss system is Starcraft's (RTS game). Starcraft (SC) awards points based on how good the opponent is (more points if a lower player defeats higher ranked player and vice versa). Let me paste what SC uses:
Winner's rating increases by K * (100% - probability_of_winning)
Loser's rating decreases by K * probability_of_winning
K=50 for new players
K=30 for players who have played 30 or more ladder games
K=20 for players who have attained a rating of 2400 or higher
Probability = 1 / (1 + 10^(-difference_in_ratings / 400))
A system similar to Starcraft's is suitable if they games are fast (ie. each game is only like 1 to 2 hours); if the games are longer then you want a more sophisticated system (otherwise everyone will end up with similar scores since they will play a small number of games).
quote:
It should also take into account resources, cities, economy, culture, etc. as was suggested earlier but civ score might work if it is not easily manipulated in Civ3. |
Yep I want to see that too. I want to include resources, economy, etc in the scoring since that is more appropriate in a strategy game. But you have to watch out for exploits. For example, if it is easy to get a high score by having a large number of cities then people will just try to artificially boost the score by buliding tons of cities even if it makes no sense. So this must be designed well. In any case, I want to see resources, etc being counted. After all, this is Civilization and involves more than an RTS 
KoalaBear33
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Sabre2th
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This is a discussion about civ3 multiplayer, Grumbold.
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