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THE COLUMN ONE CIV, MANY WORLDS (PART 1) By Soren Johnson November 1, 2006 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. NOTE 2: This article is one chapter of the 96-page book The Chronicles of Civilization which is part of the Civilization Chronicles package that was released late October 2006 in North America. Thanks to 2K Games and Firaxis for providing it.
ONE CIV, MANY WORLDS
My first experience with the game came in 1994, during my freshman year of college. While buying books at the campus bookstore for my first quarter, I noticed a game called Civilization in their modest games section. It had an intriguing cover showing a pharaoh buried under a modern metropolis. Once I picked it up and learned that the game was designed by Sid Meier and encompassed all of human history, I was sold. Civ was the only game I played during my years as an undergraduate. I didn’t necessarily have much time for games, of course, but every time I launched Civ on my Mac, my weekend suddenly vanished.
#226 TREATISE ON HURRYING (PT. 1)
#225 TREATISE ON MORALE (PT. 2)
In fact, I found out directly from Apolyton that due to some internal turmoil at Firaxis during early 2000, the company was in need of programmers to work on Civ III. I had actually planned on taking six months off to travel the world and just relax before starting work, but this opportunity was one I couldn’t pass up. I sent in my resume three times before finally hearing back that the company was interested. After a phone interview, a live interview at GDC 2000, and another live interview in Hunt Valley, MD, Firaxis offered me a job to work as a gameplay programmer on Civ III.
I moved to Maryland a few weeks later, eager to start my job. My head was full of ideas based on my experience with Civ and Alpha Centauri. I thought I knew all of the ins and outs of Civ. I had logged countless hours playing the game, had always wanted to make historical strategy games, and was full of enthusiasm to make my mark in gaming. If anyone was an expert on the Civ series, it must be me.
I was dead wrong.
The world of Civ was far, far bigger than I had ever imagined. As I began to wade through the Apolyton forums, I began to discover just how little I knew about the game itself. Certain acronyms, like ICS (Infinite City Sleaze) and OCC (One-City Challenge) were being thrown around with an assumption that everyone understood them. Massive lists of improvements and fixes were being compiled. Clearly, a culture had grown around Civ that I was just beginning to understand.
At the start of 2000, I had never played a game of Civ in multi-player. I had never played a scenario. I had never opened up the editor. I knew nothing about the events system of Civ II. I had never heard of Democracy, Diplomacy, Succession, or Story games. I was just beginning to discover the wealth of fan-sites available on the web. I had a lot to learn.
From that point on, my most important source of information, my compass, so to speak, was always the online community. Game design, of course, always involves the iterative cycle of internal development and testing and refinement and more testing and so on. However, the topic of Civ was so broad, so all-encompassing, and so flexible that no one person could understand all the ways the game could be played or approached.
As I discovered more and more paths to Civ, I became a better game designer. If Civ IV succeeded in areas where Civ III failed, it is largely because our understanding of the Civ community increased so much over the intervening years. In fact, the 100-person private test group for Civ IV – critical to the game’s development – was culled from our personal interaction with the many different groups and sites that existed on the net.
For starters, the two major Civ forums, Apolyton and CivFanatics, serve as the basic portals and common grounds for the community. The former site grew out of a partnership between the Greek Markos Giannopoulos and the Canadian Dan Quick in 1998, giving it claim as the senior site, with many long-time members possessing well-known reputations and personalities. CivFanatics, on the other hand, has experienced the most growth over the years, now boasting over 100,000 users, and features the biggest Civ modding hub on the net.
CivFanatics is also home to the very popular Game-of-the-Month (GOTM) events, where hundreds of players compete against each other by playing out an identical save game focusing on a specific civilization. The file is posted at the beginning of the month and results are due at the end - with results to be posted shortly afterwards. Many awards are handed out based on Fastest Cultural Victory, Highest Scoring Defeat, Biggest Score Milker, and so on. CivFanatics also hosts a Hall-of-Fame which collects the highest scoring game yet achieved according to world size, difficulty level, and victory type.
Other smaller, more focused sites have sprung up to fill niches not served by the big sites. PlanetCivilization, part of the GameSpy network, focuses on editorial content relating to Civ. The Civ3Players and Civ4Players sites are user-run ladders that encourage competitive multi-player games. Their rankings are filled with hundreds of players, with detailed statistics culled from every victory and loss. The site also manages a long-running series of team-based tournaments called the Civilization World Clan Championship Cup. Evolution Games (formerly Creative Design Group) focuses on modding, having served as the central hub for Double your Pleasure, perhaps the most popular Civ III mod. RealmsBeyond focuses on comparative play, as opposed to the competitive play of the GOTM competitions. This community hosts regular “Adventures” and “Epics” that players conduct concurrently in secret and then reveal their results at a specific date, comparing how different strategies performed in a constant environment. The games are often run as “variants,” meaning that certain limitations – like not allowing scientific buildings – are placed on the game to shake up old strategies.
A similar group, Apolyton University, runs courses examining specific aspects of the game, such as AU102: Give Peace a Chance, AU202: Scout and Explore, and AU503: Pillage and Plunder. Once the students have finished the course, they post their results and compare their strategies in “spoiler” threads. Apolyton U attracted the attention of Kurt Squire, a professor at the University of Wisconsin-Madison, who presented a paper on the potential of AU for learning and education. In fact, Squire’s dissertation thesis at Indiana University examined the results of using Civ III in the classroom as a teaching tool.
The members of RealmsBeyond and Apolyton University often spend enormous amounts of time putting their stories on the web for others to read, with evocative text and plenty of screenshots. Sirian’s Great Library and Sulla’s Civ IV Walkthrough are part of this RealmsBeyond tradition. Similarly, Diplomacy and Never-Ending-Story games, native to Apolyton and CivFanatics, respectively, also chronicle Civ games for readers. Generally speaking, the Stories forums on both sites are bursting with colorful stories that players put together based on their real (and sometimes imagined) games. Many aspiring writers have gained an audience for their work among fellow Civ fans, sometimes creating their own sites to house their pieces.
“Diplomacy” games are pseudo-competitive multi-player games with a focus on role-playing so that an entertaining story can be later told. These games (originally using Civ II but now moving to Civ IV) would be played once a week over a long period of time, with many fans following the stories as they are periodically posted. In contrast, “Never-Ending-Story” games do away with traditional Civ multi-player gaming sessions altogether in favor of what might be called Civ-inspired role-playing. A moderator (somewhat akin to a Dungeon Master in fantasy games) controls the rules, with the players sending in their actions in secret and then building stories together to flesh out the events.
Another episodic affair, Succession Games, is very popular at CivFanatics. These games are single-player, but they are shared by multiple parties who cycle control of the game, usually 10 or 20 turns at a time. This sub-forum has developed a quirky acronym system for naming their games (“Goz11”, “LK108”, “Merz02”) that gives it a unique flavor. The games are sometimes conducted for educational purposes – to help guide new players through a challenging situation by alternating decision-making between a veteran and a novice. Variants, often overlapping with the RealmsBeyond crowd, are also quite common. In fact, CivFanatics recently tried its first Succession GOTM, allowing teams to compete against each other from identical starts.
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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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