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INTERVIEW FROM THE NEW YEAR By Daniel Quick April 17, 1999 note: This is The Column, a part of Apolyton where primarily Markos and Dan write whatever we want :). Well, not just the two of us. The Column is open to everyone. If you feel like writing submit your article to civ2@gamestats.com
Leaving your differences and shoes at the door, enjoy what follows which are answers to an interview I agreed to February of this year. Markos was busy with exams, so I took it head-on myself. It was to appear in a Russian gaming magazine, which shall for the time being remain nameless, as part of their March 1999 Feature on 'Civilization Games Through The Ages' (not the actual title, but is a fine substitute). Neither Markos or I have seen a copy of this issue, but we strongly believe that it was not used. Reasoning: after I submitted these responses, the aforementioned magazine immediately severed communications between us. Our numerous attempts to re-establish contact since then have been ignored, and believe that enough time has passed that we can fairly post these responses, in their entirety, here on Apolyton. The responses are, admittedly, a little dated; they were produced when CTP was still in beta, SMAC was still enhancementless, and ToT was regarded as having died before it even saw the light of day.
1. CIVILIZATION TIMELINE CivNet was released in '9?, but I never had the opportunity to play it. By the time I learned of its existence, CivII was out and found myself absorbed in it, trying out different tactics and strategies until the wee hours of the morning. Sid Meier's Civilization II was released in the first quarter of 1996. MPS had some very tough shoes to fill, even though they were their own. They did it splendidly... it even got rave reviews, and if you remember this was the start of the 'Quake-rave'. I was glad to see CivII got the recognition it deserved; for example, it receieved a 97% review rating by PC Gamer, their highest ever even to this day. My only complaints was the lack of multiplayer [since remedied], and how trade maintained itself as a venue on the outside looking in, if you follow. That is, it seemed independent of every other aspect of the game. I really liked the expanded diplomacy available to me. The improved combat system (e.g. damage) clicked with me, an obvious factor to consider given the ol' 'phalanx fending off a battleship attack' reality of its predecessor. The Conflicts in Civilization add-on for CivII came out just in time for the 1996 Holiday Season. I receieved this as, you guessed it, also as a Christmas present. I was extremely disappointed with this product, to say the least. The game had just about as many scenarios pulled of the Net as original, and the ones that were 'original' were often matched or surpassed in quality by what you could find on the Net. Thank goodness CivII: Fantastic Worlds (1997) came along, which included more challenging scenarios, an improved "Best of The Net" selection and some handy-dandy editors for the aspriring scenario/MOD creator, be they a beginner or advanced in skill. The patch included in this add-on solved some further miscellaneous related problems as well. Just when we couldn't get enough, MPS released CivII: Multiplayer Gold Edition in the final quarter of '98 after numerous delays. It finally filled the void for the longing multiplayer junkie, helping CivII elevate that much closer to perfection. There were some big bugs, least of which was how the GO-TO function stopped working, although it never was quite right in the first place (MPS released a patch shortly after its release that fixed this bo-bo). What did I think of MGE? Great, but it should be CivII's hoorah. MicroProse is now talking about Test Of Time, which is supposedly to rival Sid Meier's Alpha Centauri from rival Firaxis. We have not heard a peep about it since last year's E3, and it is reasonable to assume at this point that it may be dead in the water."
2. 'OTHER' CIVILIZATION-TYPE GAMES
3. CHANGES NEEDED IN CIVILIZATION Maintaining gameplay balance is most certainly going to be (and has been, for the developers) time consuming, but would pay for itself in the end. Naturally the AI and graphics should improve overtime as gaming engines are overhauled or just plain scrapped for new and improved systems. Last but not least, keep your eyes and ears open to new concepts -- innovation is key. With all of this in mind, you've got the perfect formula for a successful product."
4. NEEDING ANOTHER CIVILIZATION SEQUEL
5. ALTERNATIVE CIVILIZATION GAMES We [Apolyton] currently cover four different Alternate Civ projects: Ancient Prophecy, by Synthetix; Galactic Civilizations, by Stardock; Manifest Destiny by R & J Cyberware, and last but not least Stellar Civilizations by Eclipse Software. Ancient Prophecy is set on Earth with a fantasy-twist. Its creators say that it will include over 100 new and exciting Technologies to discover (presumably over CivII), a real-time tactical combat engine (this I must see) in a true 3D environment (whoop!). It's set for release sometime in early 1999. Galactic Civilizations is an old favourite of OS/2 Warp fans. GalCiv2 Gold hit the shelves just last year however (1998), and was as well or perhaps better received then previous releases. Your goal, according to its creators is to, quote, "create an inter-stellar empire, fight wars, trade, and expand". GC was recently outsourced by Stardock to produce a Linux port, but it is still under production.
Manifest Destiny is based on the premis that the user wants to make their civilization as customizable as possible. From what I have seen, the way the technological tree progresses is quite unique and deserves mentioning here. You will discover a particular template (i.e. an infantry template) which will have certain slots. These slots are designated for specific types of items (the infantry template has a weapon slot and a miscellanious slot, for instance). Into these slots you can drag components, which are also discovered through research. So, for example, drag a sword and a shield component into this template, and you've created a swordsman. Or you could drag a rifle and some powder, and you have a rifleman. Imagine the possibilities under this system! Now we come to Stellar Civilizations which is, quite simply, "CivII in space"! Gameplay will be centered around managing one of many distinct races shortly after it breaks the space barrier. As a growing race you will manage small fleets, slowly expanding your empire and reaching towards new plateaus in research and economics. This summer (1999) is its anticipated launch."
6. CLASH OF THE TITANS: CivII, SMAC & CTP -- WHICH IS BEST? IMO, SMAC does have a steeper learning curve than CivII, and will most likely be the case when compared with CTP. I do not believe it is unfriendly if one is experienced with say previous products of this nature, such as CivII, but it is not what I would call a 'starter' turn-based strategy product. Although some children mature before their time, I believe the earliest one might want to introduce a child to SMAC is somewhere between the ages of 11 and 13. By this point they will likely be familar with SimCity 3000, or something similar if that the type of game that they are interested in, and should enjoy and comprehend a majority of the concepts in CivII before 'moving up' to SMAC. Hardcore Civ-players will definately have a field day with SMAC, perhaps an entire trip even. SMAC will be an acquired taste for those a little rusty on the keys, but once you play around with it long enough, like almost any game, it becomes old hat. When you ask yourself do Civilization-games have to be complicated, you have to determine what kind of computer gamer you are. For example, if you're the type who wants to become an immediate expert in all that you touch than Civ is not for you. If you are willing to take the time is needed to at least become comfortable in the 'routines' required and to a certain extent those which are recommended, don't pass off SMAC so quickly.
Call To Power promises to be, as you say, easier to play in contrast to SMAC. As no demo has yet been released CTP, and according to Activision will not be until after the product is released, we cannot even say for certain that it is fair to compare the two titles in this manner at all. They will undoubtedly both have their highs and lows, but these may balance out in the end. I have a bone to pick with those who try to tell me that the graphics suck, for what I see in the screenshots and video animations look promising. Both CTP and SMAC are shaping up to be hot items for the TBS enthusiast. It has been three long, often frustrating years to get us to the point we are now. No more bashing either one of them: they are cousins, FAMILY, and will both likely prove to us all themselves equal of the title "Next Generation Civ Product". While the titles may be fueding internally and externally, future generations are apt to look back on these two as equals in further advancing the Civilization genre by keeping the true spirit of their themes alive: build an empire to span the test of time." The opinions expressed on this page do not necessarily reflect those of Apolyton CS or GameStats. They are just the personal opinions of the writer.
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