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THE COLUMN "CLASH OF CIVILIZATIONS": A PRESENTATION OF THE GAME By Mark Everson February 8, 2003 NOTE: This is The Column, a regular feature on Apolyton where anyone can write about anything to do with Civilization or the gaming industry as a whole. If you feel like writing, please visit the article submission page.
I'm writing this article to get out the word about Clash of Civilizations. Clash is a whole-history [turn-based strategy] game that a team of us, based here at Apolyton, are creating! The game is designed completely from scratch, and isn't similar to any existing commercial product, although in terms of what the player does at a high level it's reminiscent of the Civilization series. Our two most important aims in Clash are killer AI, and vastly reduced micromanagement. We'll also add spice and immersive value to Clash with extensive scenario-creation and modding capabilities. You can already design your own scenarios as of Demo 7! And we've got a detailed Social/Government model that includes internal power struggles to give jaded players another challenge in creating and building their civilization. The team is continually moving forward in crafting and implementing different aspects of the game. We don't just Talk about making Clash, we Do it! But there's one thing I'd like your help with... The Clash development team is a small group, and we need a Lot of input from outside to make sure Clash don't fall prey to "small gaming company syndrome". That's where everyone on the project is so close to the design of the game that they don't see the holes you could drive a truck through ;-). That's what we need you for, to tell us what's lookin' good, and even more important, what seems terminally lame! I'll spend the rest of this article filling you in about where Clash stands as a game, and where it's going. To the many people in the Apolyton community that already have given the team your thoughts on our models and design approach, my sincere thanks! But please come back every once and a while to give us your read on the new features :-).
Clash Vision I'll cover the other revolutionary aspects of Clash a bit more briefly, or this article is going to go on way too long. In terms of historical feel, we don't mean that the game should be historically straitjacketed like in EU. The goal is just to get verisimilitude in the type of history the player and the game interactively create -- the player needs to believe that that sort of thing could happen in an alternate world. The details will of course be wrong in many instances because realism should not be allowed to detract from the fun of the player. Our groundbreaking Social/Government model tracks the people and internal power blocks within civilizations. This will allow a Clash world to have nationalistic revolts by suppressed ethnic groups. Sometimes the player (as ruler) will have to engage in power struggles to change the character of society or government. The ruler may need the aid of power blocks representing the military, religious authorities, and other elements of society, each of which has its own desires for how society and the government should be run. Of course, you have the option to be authoritarian and control all the power yourself, but that gives serious penalties in terms of increased corruption and decreased innovation for your society. Not to mention the fact that if the military gets sick of you, you'll have earned your self a revolt! In terms of modding capabilities, most of the details for Clash are read in using an XML file spec. This will make virtually everything but a few core game details modifiable. Right now we need to build the XML files by hand using the already-decent documentation... but in the future we will have an editor for all those characteristics. In terms of getting that just-one-more-turn feeling, the team thinks we're heading in the right direction, but we need you to provide a sanity check on that! If you want more information on these aspects of Clash, please check out the web site link at the bottom of the article. The web site has an enormous amount of design documentation and other info on the project. If you want more details, or to provide suggestions, the Clash of Civilizations forum in the Alt Civs area [of Apolyton] is where you should go! Follow the “Discussions” link at bottom to the forum.
Status The game as it stands is not as far along as we'd like it to be. The demos are a bit of fun already, but we all want something Really playable. At the current rate of progress we'll be there in six months to a year. However, if we are fortunate enough to get additional team members with the right talents, it could be significantly earlier. What would most accelerate our progress is more Java coders and artists, but virtually any skill set can be put to good use working on Clash. As the demos progress, there are a lot of ways that good thoughts in the design area, including GUI function and layout, can still seriously influence the quality of the final game at this point. So we want to hear from you!
Check Clash Out! One of the most important things you can give us feedback on is if the high-level approaches for how things like combat, economics, and technology work in the game. Are they fun, or a drag? One thing I need to warn you about is that many of our GUI elements in the demos are extremely primitive at this point. For example, I put together a crude GUI for economic orders just so that people could interact with the economics model, ordering builds and such. It's ugly, and not even as functional as one might hope for, but at least it lets you see what you can do with the economy. A new and improved version will be out in our next demo. The reason I'm giving you all these details is to make it clear that our demos are pre-alpha versions of the game, and don't in any way represent the final product look, feel, or functionality. In many cases we could use your comments on what a well-thought-out GUI for a particular aspect of the game should be. Those GUIs will be the ones players will use when Clash "goes gold" :-). I hope that I've been able to intrigue you about what we think is a truly unique game in the Genre. Because we're trying so many novel things in Clash there are large risks that one or more bad game elements will hold the rest of the game hostage. I'm sure most of you have seen that in commercial games! But without risk-takers you get the same old clones of the same old games over and over with only minor variations. That is one aspect of the current commercial game environment that truly sucks, and we’re trying to change it! The Clash team needs your help to evaluate Clash Demos, and constructively criticize where it is, and if the plans for the future seem right to you. Intrigued playtesters, at this point in design, are our best early-warning system to ensure Clash isn't a "would have been great if only..." game. We really need you to help out playtesting, and will value your comments! There are Lots worse ways to be asked to help out ;-) Thanks so much for reading, and I hope to see you on the Clash forum soon! [..] P.S. If the particular combination of goals for the Clash project doesn't float your boat, please consider contributing to one of the other Alt Civs projects here at Apolyton. There is a wide range of approaches being taken between the different projects.
Clash of Civilizations Highlights and Contact Info
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The opinions expressed on this page do not necessarily reflect those of Apolyton CS. They are just the personal opinions of the writer.
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