“Buy Civilization 5, the follow-up to the smash-hit Civilization… you know what, never mind that.”
It’s really all about that number at the end. If this were called anything else, sure, judge it in a vacuum. But it’s Civilization 5, and it’s reasonable to expect a step forward rather than a step sideways.
Firaxis apparently targeted casual gamers and the uninitiated with this effort. That’s fine business strategy. But it is still a sequel in a franchise, and putting a premium on a new audience at the expense of your old audience, the one that made it popular in the first place, is obviously dicey.
Sullla’s review dovetails with a recent RPS post in an interesting way.
In that post, Kieron Gillen talks about the relative irrelevance of narrative spoilers to games. Mechanical spoilers, on the other hand – how a game works, gameplay the developers intended to be discovered and not disseminated – can hugely impact critical perception of a game. Another game which launched with suspect AI, Empire: Total War (apparently it couldn’t launch a ship) gets mentioned in the post:
It got quite a few good reviews – including, for shame, one of mine – until someone realised something: on release, the AI simply can’t “do” fleet invasions. For a game based in the age of sail, that’s fucking fatal. The computer couldn’t play the game you were playing.
The problem is… well, as a conquering, exploration and general piece of atmosphere, the game kind of works. You can go and fight battles and conquer the world. There’s a reason why the first reviewers didn’t notice it, and it’s because they’re just one mind playing a complicated game. When released, an enormous net-mind of gamers were put on the task, only one of whom needs to actually notice something for everyone to notice it – because they post on the net, and the cat’s out the bag. And the game becomes instantly worse for everyone who hasn’t noticed it yet. It’s a total mechanic spoiler. It’s almost impossible to play Empire after you’ve realised it, even if you were digging it before. And it was possible to dig it before…
Now combine that with Sarkus’ post. I’m not a Civ all-star, and it’s likely the AI wouldn’t seem as incompetent to me as it does Sulla… but the simple fact that it does disappoint Sulla means I’m disappointed, too.
For one thing, it removes one of the incentives to play a game – to master it – as it’ll only be fun as long as you inhabit a narrow band of the skill spectrum. For another, a game that relies on player ignorance to appear fun is not a good one.
You’d think programming an AI that provides acceptable challenge for that first sigma is a safe bet. After all, most players are in that bucket, so they won’t care about the fact that the six sigma wizards hate the game.
I guess the answer is to program an AI that can challenge a guy who’s spent thousands of hours playing and writing about it. Are you listening, Jon Shafer?!