LOCUTUS: Faces of Apolyton #12 (Part 1),
13/Mar/2004
PART 1
| PART 2
Solver: Yes, 1999
was an interesting year for the Civ community. SMAC came out at about the
same time that CtP did, but it seemed to impress the old players more. Did
you also get around to SMAC, and what do you think of it?
Locutus: I've never been an
avid player, but yes, I've played SMAC a little bit. It's very understandable
that older players enjoy it more than CtP, because it's a lot more similar to
Civ2. Many people who dislike CtP dislike it because it isn't very much like
Civ2 at all. Though there are many similarities, there are also many
differences; CtP1 is a different game. Not so for SMAC, SMAC plays exactly like
Civ2, it has the same strengths and the same weaknesses. The only differences
are in the Sci-Fi setting, the storyline and maybe half a dozen new features
that hardly affect core gameplay (like Social Engineering and the Unit
Workshop). If anything, the game is more tactical than Civ2: the 3D terrain make
the map feel like a regional one rather than a global one, the Unit Workshop
let's you micromanage your unit equipment on a tactical level and Social
Engineering lets you fine-tune your government policies. This is opposed to Civ,
where you make much grander, more strategic decisions and details like type of
unit shielding or strictness of environmental policy are abstracted. But this is
only a minor shift in my opinion, other than that the gameplay of both games is
nearly identical. Many old strategies that worked in Civ2 work in SMAC as well;
if one is a good Civ2 player, one barely has to change one's style of play to
excel at SMAC as well. That's why the game got really old really fast for me,
but there are a lot of vets out there for whom Civ2 seems to have literally
infinite replayability and who wouldn't want to see any part of the game
changed, so for them SMAC is a much more attractive game. (Note that I'm a
novice SMAC player and I don't know anything about patches or expansion packs,
so there may be layers to the game I don't know about -- don't trust on my
opinion for a definitive judgement of the game.)
Don't get me wrong, I'm not saying SMAC is a bad game; I think almost everyone
will agree that Civ2 is an all-time classic, so any game similar to it can't be
bad. There are definitely some cool features in that game that I'm still hoping
will be incorporated in future versions of Civ and CtP, like the Planetary
Council and the terrain naming feature. I can certainly see why especially
people who enjoy the things that make SMAC unique (Sci-Fi setting, storyline)
are so fond of the game. I think the large and active SMAC fiction community is
proof that it's exactly these things which appeal to the SMAC fans. Although I
enjoyed playing SMAC (if I had the time I would probably still play it
occasionally and I enjoy Sci-Fi games in general, I personally find a historic
atmosphere much more appealing than a good story, and after 6-7 years of Civ1
and 4 of Civ2 I was ready for something new and fresh. To me, no game, however
great it may be, has infinite replayability, not even Civ; after a couple of
thousand hours of play I'll want something new. That's why I'm so addicted to
the CtP series: the mods keep the game fresh, year after year. Or at least they
have so far.
Solver: Now
that you've mentioned CtP being a different game from both the original civ
franchise and SMAC... can you give a reasonably short summary of why you believe
CtP to be a better civ-game?
Locutus:
Short? Surely you
can’t possibly expect me to be short? ;) I’ll try but not making any promises
here :)
There are many arguments that one could give for why CtP is a better game and
I’m sure most of us have heard them over and over again (and if anyone hasn’t, I
invite them to dig around in the CtP2-General forum ;)): it has more units,
wonders, buildings, civs, governments, etc. It has stacked combat,
unconventional warfare, Public Works, Space and/or Undersea layers, cool wonder
movies, lots of statistics, a brilliant user-interface, crisp and clear graphics
and of course almost unlimited moddability (even completely unlimited, now that
we have the source code for CtP2). But what it all boils down to in the end is
personal preference: some people will always hate the user interface, while
others (including yours truly) will always worship it. Some people will always
despise the whole concept of unconventional warfare, others (including moi) will
always see it as something that ought to be an essential part of any model of
human history. Some will always like stacked combat, Public Works and the future
eras, others will always dislike it. I invite anyone who hasn’t given the series
a decent try yet to do so one day to see for yourself which how the games
compare to other Civ games; you may be very pleasantly surprised (both CtP games
should be really cheap now in the bargain bin) But one should take note in
advance that CtP is NOT Civ, it’s a different game. So don’t expect it to be
like Civ, or you will only be disappointed (or pleasantly surprised, of course
:))
But if there’s one thing I have to point out that is a definite advantage that
the CtP series has over the Civ franchise, one major asset that other games in
the genre don’t have, something that the competition can only learn from -- then
it’s the real sense of empire that you get when playing, particularly in CtP2.
Whereas your civ in all other Civ-games basically just feels like a collection
of cities, it really feels like you’re ruling a true Empire in CtP2. Concepts
like Public Works, borders, the trade model, unconventional warfare, etc, as
well as the user interface, especially the empire-wide management screens
(actually intended to cut down on tedious micromanagement, but doubling nicely
for this purpose) and things like empire-wide resource management and unit
support all help to make you feel like you’re in charge of a single unified
nation of people, who are all working together to achieve Victory. Or not, of
course, depending on how happy you’re keeping them ;)
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