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Capt Dizle
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Yeah, I agree with that. Civ3 is a cheap knock clone of the Civ line and I am pissed off about it. I admit it. People are here saying "aw, you are just pissed caused they didn't make it like SMAC".
Right. 100%. SMAC, despite idiotic rantings from choir boys here that every comparison is opinion and therefore irrelevant, was demonstratably superior to Civ3 in gameplay.
My charge is that Firaxis has sold out to the commercialism in the market. And that is not alright. There is nothing wrong with a person and a company getting filty rich as long as they start out to make a great game. But in this case, and I am not talking about the people who did the project, but the bigwigs at Firaxis, there was no attempt to make a great game.
And because of it they will never get another dime from me.
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:19
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quote: Originally posted by Theseus
OK, in my little Coracle-fest, something interesting to talk about.
Thanks, Coracle, for bringing this up...
Civ3 is NOT a descendant of SMAC. It is clear that there are a whole bunch of people who wish that it were.
Civ3 IS the inheritor of the Civ line. All the crap you complain about? Every version has gone through its own sub-branch evolution.
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Theseus,
Good posts.
I don't think anyone felt that CIV3 was supposed to be a descendent of SMAC. Well maybe some....
But clearly you can understand the reasons CIV3 draws comparisons to SMAC. Firaxis as a company has made only one other TBS game that being SMAC. SMAC despite using the same engine as the previous TBS games bolted on some great new and innovative ideas.
CIV3 OTOH has more of a retro feel to it. I know it was stated by Sid that they wanted to get more of the feel of CIV1 into it, but I don't know if that is simply a true statement, a ego trip for Sid showing his CIV1 was better than Brians CIV2 (and later SMAC), or spin doctoring/self rationalization covering up the fact that the game was rushed to meet a Xmas deadline before all the bells and whistles could be bolted onto it.
I've heard the arguements that CIV is a historical game and that it shouldn't necessarily have the innovations that SMAC had b/c SMAC is SCIFI (thus allowing it greater freedoms limitted only by imagination). I think there a grain of truth in this but not that it be the end all be all. To my mind CIV is a historical simulator allowing opportunities for alternative histories. The whole tech tree is heavily influenced on the way mankind (particularly western culture) developed. The way the ages are defined etc. all are from our current cultural POV. It does not have to be so. I think looking at the game from an alternative history point of view allows quite a bit more creativity then what is evidenced in the more Retro (i.e return to CIV1 fundamentals) CIV3 that was delivered. ("Course this may be a matter of preference in game design, Brian Reynolds vs. the remnant of Firaxis that stayed.)
So I guess to summarize I don't buy that arguement. Creativity always has an outlet. It bothers me when creativity appears stifled (both from a gameplayers POV and from a designers POV), which is the kinna the feeling I get from CIV3.
Og
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:19
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Whew!!!
Unbelievable thread.
There are evidently a slew of other interesting discussions going on (as Arrian said, "Hee's baaacck!!"), so I'm gonna keep this short.
Vel - Sorry if I went off a little... your responses have been gracious.
Couple things:
Tech "leads" can happen, but tech diffusion always remains possible. My point was, exclusive tech is sorta nonsense (unless aliens are involved). Huge tech leads in Civ3 do happen... although not often enough, in either direction... I posit that geographic settings could play a more meaningful role there too.
Your ideas for linking techs to strategy are fantastic... that's definitely missing.... we have to convince Firaxis, or maybe it will be modders, to water then shrubs.
Re depth via geography, when I shot you "Play out of balance, grasshopper," I was trying to say that unbalanced geography and civ traits can create significantly different problems to solve, and thus a better set of gameplay experiences. Think Rome on a Large map, islandish continents, and uneven resource distribution. I know I know, one shouldn;t have to do that, but I maintain that geography is the source of differentiation, just like RL.
Re my epic game, I went in sort of a similar path that you suggested... I did not have the resources to kill off the satellite civs (which is unbelievable), and all of my own cities were too good to give away. So, as I turned the tide and started going after France, I would capture cities, and then immediately gift them to other civs. The game is pure havoc.
Arrian - Ditto on your view. What's funny to me, btw, is that I actually started with as similar approach... I called it achieving "overwhelming momentum." I've still only finished the one Japanese game with the massive intercontinenal invasion. I am going to finish some more though... I will go to space, I will go to space, I will go to space.
Jaybe - Basically, I think the problem I'm having in the epic Egyptian game is that I entered into a land war in Asia.
Ogie - Between you and Vel, I'm sold on the idea that there could be much more creativity in how climbing tech threads in different ways, and with different strategic impacts, could create more differentiation game to game. It's obviously a very tough balance however... hell, look at one of the most basic... there is NO reason to be a naval power, not for warfare, not for exploration, not for economics... talk about a missing component to differentiated strategies. I don;t know the answer... modders?
OK, on to the other threads... CHARGE!!
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