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	<title>lorennorman.com &#187; videogames</title>
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		<title>Civilization 5 Early Feature Impressions</title>
		<link>http://lorennorman.com/videogames/civilization-5-early-feature-impressions/</link>
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		<pubDate>Tue, 09 Mar 2010 06:17:30 +0000</pubDate>
		<dc:creator>loren</dc:creator>
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		<description><![CDATA[This started as an email to Omar, but it quickly grew too epic and I decided it needed a blog post of its own. You see, Omar linked me to some exciting feature announcements about the upcoming Civilization 5. He briefly mentioned his ambivalence at the new developments, but I found myself unable to be [...]]]></description>
			<content:encoded><![CDATA[<p>This started as an email to <a title="Omar Zaki" href="http://omarzaki.com">Omar</a>, but it quickly grew too epic and I decided it needed a blog post of its own.</p>
<p>You see, Omar linked me to some <a title="Civilization V Preview" href="http://pc.ign.com/articles/107/1074732p1.html">exciting feature announcements about the upcoming Civilization 5</a>. He briefly mentioned his ambivalence at the new developments, but I found myself unable to be so terse. What follows are my impressions of the current news of the state of Civ 5.</p>
<p><a href="http://pc.ign.com/dor/objects/62125/sid-meiers-civilization-v/images/sid-meiers-civilization-v-20100308025616799.html"><img src="http://pcmedia.ign.com/pc/image/article/107/1075587/sid-meiers-civilization-v-20100308025616799.jpg" alt="Sid Meier" width="500" height="320" /></a><a href="http://pc.ign.com/dor/objects/62125/sid-meiers-civilization-v/images/sid-meiers-civilization-v-20100308025616799.html">Gorgeous! Hex-based maps lend a marked improvement in terrain appearance.</a></p>
<p>Lots to be excited and scared about! I&#8217;ll take them line by line:</p>
<h3><strong>Hexes</strong></h3>
<p>Great! 6-degrees of <em>equal</em> freedom is HUGE and adds stability and nuance to your traversal-based strategies. This also allows for a prettier, more organic game map, a visual leap not seen since&#8230; well, Civ 4.</p>
<h3><strong> No More Religion</strong></h3>
<p><strong></strong> I liked religion and corporations a LOT, but they were definitely peripheral to core gameplay. Perhaps these are more suitable as special settings, scenarios, expansions, or mods? I&#8217;m willing to make room in the game model for new, more-amazing things, but I admit it would pain me to learn that these were pulled due to social pressure (the <em>bad</em> mainstream).</p>
<h3><strong> No More Espionage</strong></h3>
<p>Admittedly, I didn&#8217;t use spies much, and maybe espionage doesn&#8217;t need to be done full-tilt the way Beyond the Sword finally did it, but this seems like something that shouldn&#8217;t be pulled altogether. I&#8217;m unsure. Perhaps the fact that I didn&#8217;t use it, and that most people didn&#8217;t seem to use it until they&#8217;d mastered the game is a good sign that there are better things to focus on.</p>
<h3><strong> One Unit Per Hex</strong></h3>
<p>Wow, this has <em>immense</em> implications. Hopefully this cuts out the pain of doing a multiple-dozen-turn arms build-up only to mount a lackluster assault against a foe who has since tech&#8217;d up. But good lord, this has fundamental, cross-cutting gameplay repercussions! I can&#8217;t even figure what else this means&#8230; What about co-occupying hexes with friendly foreigners? What about just passing through units on the road? Are workers, merchants, missionaries (oops!), settlers, etc. affected? WHAT ABOUT PROTECTING MY AGGRESSING TREBS?!?!?!?</p>
<h3><strong> Non-affiliated Cities</strong></h3>
<p>This is (potentially) genius. Cities that are not controlled by <em>any</em> major faction could open the doors for radical new types of gameplay. I can&#8217;t help but think of our favorite scenario, Crossroads of the World, vying for influence in mutually-uncontrolled cities. This must mean more than just non-aggressive barbarian cities, right?</p>
<h3><strong> Return of Advisers</strong></h3>
<p>Personally? Don&#8217;t waste your development resources. Not on animated advisers, and not on over-the-top leaders. Wonders of the World? Yeah baby, that&#8217;s where I want the multimedia royal treatment.</p>
<h3><strong> Mainstream Leanings From Civ Revolutions&#8217; Influence</strong></h3>
<p>This one&#8217;s really delicate. You can take it to mean a lot of things. If it means &#8220;streamlined UI&#8221;, well, that&#8217;s hard to argue with, especially in a game that&#8217;s essentially about distilling Frigate-loads of information into actionable knowledge. If it means &#8220;your mother can beat it on Deity&#8221;&#8230; well, obviously it doesn&#8217;t mean THAT.</p>
<p>I think as long as the depth and nuance of the simulation is intact (and what is Civ if not a simulator?), they can&#8217;t do too much damage by &#8220;over-rounding the corners&#8221;. I mean, why SHOULDN&#8217;T your mom be able to beat the game on Dan Quayle difficulty?</p>
<p><a href="http://pc.ign.com/dor/objects/62125/sid-meiers-civilization-v/images/sid-meiers-civilization-v-20100308025635657.html"><img src="http://pcmedia.ign.com/pc/image/article/107/1075587/sid-meiers-civilization-v-20100308025635657.jpg" alt="Sid Meier" width="500" height="320" /></a><a href="http://pc.ign.com/dor/objects/62125/sid-meiers-civilization-v/images/sid-meiers-civilization-v-20100308025635657.html">&#8220;Ready! Aim! &#8230;&#8221; The One Unit Per Hex rule spreads armies thin and changes the face of combat.</a></p>
<p>Finally,</p>
<h3><strong>Expanded Focus on Tools</strong></h3>
<p>Honestly, this is pretty much the key to it all, and the reason Civ 4 started out at a solid 9 and went to fucking 11 with its expansion packs (not to mention Colonization!) A serious focus on building the tools from day one implies a solid game model, or even game model <em>model</em>, if you will.</p>
<p>I actually DON&#8217;T care about most of the mods that will be made by fans (immense love for my fellow creators, of course!)</p>
<p>What I DO care about is Firaxis giving itself a solid foundation to do two things:</p>
<ol>
<li>build a solid, quality first-run game that will recoup some cash and justify the endeavor; and</li>
<li>build the veritable Oxford in their Library-University-Observatory city, doubling down with a couple of expansion packs for the coup de grace: the true vision of awesome, human-history simulation that we all crave to no end</li>
</ol>
<h3><strong>Conclusion</strong></h3>
<p>If it wasn&#8217;t clear already, they&#8217;ve got my money regardless. Frankly, I trust the developer at this point, and that&#8217;s what really matters. My consumer heart believes that Sid is firmly on quality control, and there&#8217;s just no way to denigrate the <strong>Symphony of Awesome</strong> that was (is!) Civ 4.</p>
<p>Firaxis <em>SHOULD</em> take liberties with the game: it gives them the chance to deliver the unexpected and take the simulation to the next level.</p>
<p>They <em>SHOULD</em> cut some features: the game model must make room if we are to be wowed anew.</p>
<p>They <em>SHOULD</em> bite off a bit more than they can chew: it gives them the chance to over-deliver on the X-packs.</p>
<p>And honestly, they should shoot for the mainstream, if for no other reason than the fact that Civilization is probably the <em>finest</em> form of edutainment ever created, and I can think of <strong>no loftier goal</strong> throughout the history of humanity than <strong>teaching what needs to be taught</strong> in a way that makes <strong>people want to learn</strong> it.</p>
<p>(&#8230;and I&#8217;m sure I&#8217;d prefer if my stupid Civ jokes fell on less-deaf ears!)</p>
<p>Your thoughts and flames are welcome.</p>
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