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Apolyton Civilization Site Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Site Forums > General > Civilization: Colonization > Why oh why are there no events & quests?
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Heraclitus
DiploGamesPolyCast Team
Emperor
Slovenia
Sep 2007
time: 22:08
19-08-2008 07:06
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#1 | report |
Why oh why are there no events & quests? Support Apolyton buy from Amazon


They say they would complicate the game but I disagree! They require so little work but provide so much immersion! Don't give me "moders will put it in", I hear this response for every suggestion people make to improve the game, If we always took this as an answer then game developers may as well sell game creation kits for 30-40 euros.


Look at EU3 In Nomine, EU3 was a really big game, the quest system helps guide the player. Why couldn't the quests in CivCol (make them more often than civ ones) do the same for new players? Push them in the right direction?

Also why not make random events start on turn 100 or something like that. That way the player isn't swamped with options! Or even include events but have them off by default, that way when people get used to the game and start playing with custom games they go all "oh what are these event thingies, I think I'll try them".


Why!?!! Why!!? :better crying:



I expect this in the game or added in a patch!

Dale
Civilization IV CreatorsCivilization IV: MultiplayerThe Courts of Candle'BreCivilization IV PBEMPolyCast TeamC4BtSDG Rabbits of CaerbannogSpore
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Melbourne
Dec 2000
time: 07:08

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19-08-2008 07:34 | www
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moders will put it in

Heraclitus
DiploGamesPolyCast Team
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Slovenia
Sep 2007
time: 22:08
19-08-2008 09:23
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Re: Why oh why are there no events & quests? Support Apolyton, buy Civilization 2


quote:
Originally posted by Heraclitus
Don't give me "moders will put it in", I hear this response for every suggestion people make to improve the game, If we always took this as an answer then game developers may as well sell game creation kits for 30-40 euros.


quote:
Originally posted by Dale
moders will put it in


That was cute.



But would you mind contributing to the debate now? Can you think of a single reason I haven't debunked for the game developers not doing it?

Especially pushing the quest system further into something that pushes the player in the right direction is something that may be beyond the scope of mods.

PS If by moders you mean you and by mod age of discovery II then I'm markedly less unhappy with the situation.

Dale
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time: 07:08
19-08-2008 10:49 | www
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I see it difficult to implement random events in the core. I see them as a requirement mod-wise though.

Why do I say that? (I base all these off Civ4 events since that is the core of C4C)

1. First and formost, events are intrusive. I hated them because I would be working towards something, but kept being interupted by them.

2. Events are by nature a negative. If the event itself is not negative (forest fire, slave revolt) then the fact they are pure random and result in un-earned adv's/disadv's. This is a negative in gameplay as if your enemy gets a good random event at an opportune time them you hated them. Or if you got a good random event at the right time, then it led to your winning, just off that event. They can win/lose a game for you at the right/wrong time.

3. A lot of events (based on Civ4) don't fit in Col, or are covered by other components. "Give me food", covered by trade. Religion events, no religion in Col. Etc etc.

Have I covered enough?

Heraclitus
DiploGamesPolyCast Team
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Slovenia
Sep 2007
time: 22:08
19-08-2008 11:02
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quote:
Originally posted by Dale

2. Events are by nature a negative.


So are goody huts and combat by that definition. Civ and col are by their very nature not deterministic.

Heraclitus
DiploGamesPolyCast Team
Emperor
Slovenia
Sep 2007
time: 22:08
19-08-2008 11:06
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quote:
Originally posted by Dale

3. A lot of events (based on Civ4) don't fit in Col, or are covered by other components. "Give me food", covered by trade. Religion events, no religion in Col. Etc etc.


You are talking about civ4 events. I'm talking about Col events. Are you seriously suggesting that there are not literally dozens of appropriate events that would add flavor to the game.


BTW Aren't the fluctuations in prices and wars between the homelands already events of some kind?



Also you haven't made any argument against quests.

Heraclitus
DiploGamesPolyCast Team
Emperor
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Sep 2007
time: 22:08
19-08-2008 11:07
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quote:
Originally posted by Dale


1. First and formost, events are intrusive. I hated them because I would be working towards something, but kept being interupted by them.



Please, most event effects have minimal consequences.

Also, you haven't read my post. Events can be turned off, and are in my proposal turned off by default.

Heraclitus
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Emperor
Slovenia
Sep 2007
time: 22:08
19-08-2008 11:08
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quote:
Originally posted by Dale

Have I covered enough?


Not by a long shot.

yin26

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Apr 1999
time: 16:08
19-08-2008 20:30
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Mostly these are simple cost-to-benefit ratio type decisions. Would Events/Quests, and the costs associated with developing them, "pay for themselves" with increased sales? Firaxis either thought that they weren't worth the dev costs OR that there simply wasn't enough time and resources to get it done well by the publisher's deadline.

That second half of the sentence spells the end to many a really good idea in gaming. In that context, once you add the fact that modders having proven their ability to add these in later, and you can imagine why the dev team would focus on other core elements of the game (like a good AI and unit balance, for instance).

I doubt there was a conversation that went like:

"Hey, we've got tons of extra time and resources, so should we do Events/Quests?"

"Events/Quests are the children of Satan, the 4 horsemen of gaming, the Kiss of Death. If we had a million extra dollars and 3 more years of dev time, I'd cut off my thumbs before putting them in Col."

I bet it was more like:

"Yeah, that WOULD be great, but we just don't have the time and resources. Hopefully the modding community will put out some good work, and we'll do our best to support them"

Last edited by yin26 on 19-08-2008 at 20:38

Jaybe
Mac
Emperor
Henderson, NV USA
Sep 2001
time: 13:08
19-08-2008 22:55
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Civ4Col expansions will have events. The next expansion (PLEASE!) of Civ4 will have some of the aspects of Civ4Col incorporated into it.

Wishful thinking at the worst, but hopefully very accurate foresight (we'll find out within a couple years).

Or will it all be in Civ5 instead?

Heraclitus
DiploGamesPolyCast Team
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Sep 2007
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20-08-2008 05:41
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quote:
Originally posted by yin26
(like a good AI and unit balance, for instance).


And modders can't do this why? Are you forgeting that the reason BtS has great AI is because an AI mod was incorporated into the patches.

Heraclitus
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Emperor
Slovenia
Sep 2007
time: 22:08
20-08-2008 05:43
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quote:
Originally posted by yin26

"Events/Quests are the children of Satan, the 4 horsemen of gaming, the Kiss of Death. If we had a million extra dollars and 3 more years of dev time, I'd cut off my thumbs before putting them in Col."




That's totally what happened!

snoopy369
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quote:
Originally posted by Heraclitus


And modders can't do this why? Are you forgeting that the reason BtS has great AI is because an AI mod was incorporated into the patches.


Good AI and unit balance is vital to the game being playable (and thus selling at all). Events are cool, but they're secondary (Tertiary?).

Heraclitus
DiploGamesPolyCast Team
Emperor
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Sep 2007
time: 22:08
20-08-2008 11:39
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quote:
Originally posted by snoopy369


Good AI and unit balance is vital to the game being playable (and thus selling at all). Events are cool, but they're secondary (Tertiary?).


Its nothing a patch can't fix. And honestly balancing units is trivial with so few of them.


A patch adding new content is much rarer.

snoopy369
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AI and unit balance should be correct BEFORE the game ships, as far as the developer can test. Patches correct AI and unit balance that is discovered after the fact when the thousands of players find loopholes in the AI and/or unit balance that testers couldn't find

Ironwood
Prince
Clovis, CA
Oct 2001
time: 13:08
01-09-2008 03:32 | www
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What do you have in mind where events and quests are concerned?

Now, maybe I'm a little behind the curve with regard to Civ games, having not played 4 (though I played 3 extensively), but I'm not sure what you mean by "quests" in the context of Colonization. Personally, I prefer for the gameplay to flow naturally from the interaction between static elements and dynamic elements. I burn down that village because it suits my strategy, not because I need to "go to Arawak village X and Get Ye Flask."

Sure, I've done that sort of thing plenty in Pirates!, and it fits well (conquer a town, install a governor, and, oh yeah, grab that Evil Spaniard (tm) while I'm there).

But maybe this isn't what you have in mind where quests are concerned, so please elaborate.

As to events, did you play the original Colonization? It already had natives occasionally showing up and giving gifts of resources, begging for food, making demands, or attacking. After a while, a mineral resource is depleted. Sometimes a colonist spontaneously develops a speciality... but of course, none of these things are "random events" but rather flow directly from the way the game works. And buildings are sufficiently valuable in Col that I would be PISSED if there were something like random fires destroying buildings or something.

So elaborate. What do you have in mind?

snoopy369
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He's referring to something specific to Civ4, yes. They are sometimes "build X units and get Y reward" (quests), and sometimes they're "X random thing happens, either good or bad stuff happens to you, sometimes you have a choice between which good/bad thing happens".

player1
Emperor
Belgrade, Serbia
Sep 2001
time: 22:08
01-09-2008 21:46
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Actually, "build X and get Y reward" thing could really flow well with the game, if done as King requests.

Do something, and I reward you (or don't get angry more).

Ironwood
Prince
Clovis, CA
Oct 2001
time: 13:08
01-09-2008 23:26 | www
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Is there a historical precedent for the King making specific requests of the colonies, as opposed to just raising taxes and then buying whatever it is he needs? I ask because I really don't like adding that sort of thing in unless there's a really good reason. I believe the scale of the simulation should be considered. When the game is about general economic development, and then it suddenly becomes personal, that strikes me as an an interruption in the flow of the game. It just seems gimmicky.

Heraclitus
DiploGamesPolyCast Team
Emperor
Slovenia
Sep 2007
time: 22:08
02-09-2008 05:43
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quote:
Originally posted by Ironwood
Is there a historical precedent for the King making specific requests of the colonies, as opposed to just raising taxes and then buying whatever it is he needs? I ask because I really don't like adding that sort of thing in unless there's a really good reason. I believe the scale of the simulation should be considered. When the game is about general economic development, and then it suddenly becomes personal, that strikes me as an an interruption in the flow of the game. It just seems gimmicky.


Lol

Yes the Kings of Europe did nothing but tax their colonies in the real world.



The KIng already demands gold or resources at random, the only thing that is different is that the King could now demand you have X of Y by turn Z and he would even reward you not just be offended that you refused to hand him over your gold. The King might also want to encourage you to develop in a certain direction (your colony needs to be producing X of Y per turn) or he might give you quest to conquer a competitors city or to convert X indians or many many other things.


Again there is no good reason not to add events & quests and leave the off by default.

snoopy369
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I think there are plenty of good reasons (such as making the gameplay less smooth), and less of a TBS and more of an RPG, which is not the point (at least of the base game). I certainly think you could have them and have an interesting game, but it would be much less 'simple', and usually for the base game, simple is better. Just like with Civ4 - they started with Simple, and made a game that had excellent gameplay value, and then added on features as they saw how people played and how the game balance worked.

snoopy369
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quote:
Originally posted by Ironwood
Is there a historical precedent for the King making specific requests of the colonies, as opposed to just raising taxes and then buying whatever it is he needs? I ask because I really don't like adding that sort of thing in unless there's a really good reason. I believe the scale of the simulation should be considered. When the game is about general economic development, and then it suddenly becomes personal, that strikes me as an an interruption in the flow of the game. It just seems gimmicky.


I've not seen anything beyond raising taxes, but I haven't read quite as much as Hera has apparently about the upcoming game ...

Impaler[WrG]
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time: 14:08
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quote:
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