I do wonder if, in it's current state, it was or wasn’t a mistake. (Yes, we are talking about the game, just to be clear.) Given the very mixed reception and perpetuals comparisons to Civilization in reviews, I can’t help but to ask myself this question. I do understand the will to make such a “magnum opus” was floating in the air for a very long time at Amplitude.
I can’t find where Jeff Spock originally thrown out the words “magnum opus”, but it seem to have been caught on in the media.
I do not think I break ground on this forum by saying that the execution is lacking, that the game has some deeply baked in issues. A far cry from a studio that felt it had mastered the 4x genre. There is many great ideas whom implementation is anaemic, or questionable :
- pollution and it’s link with technology and your building choices, that apparently was implemented a few weeks before launched and, as I understand it, was not tested in the open betas since the were focused on the earlier eras.
- religion, and the idea that it evolve over time with tenets and narrative events… is however disconnected from culture. Anybody that has modicum of knowledge in social and human sciences, especially history, quickly understand that the two very easily intertwine. Religion and the ancient Greek culture ? What are you separating the two ? Same for Japan in the Edo Era and it’s relationship with Shintoism and Buddhism, or China and the everlasting and pregnant influence of Confucianism. The base line here is that the way a society view the world, and consider that a covenant with the gods or a mandate of heaven must be upheld, are NOT separated from culture. They are part of it.
- civics that evolve over time based on the players actions and choices during narratives events ; although, I ask myself why some ideas from Endless Space 2 were not retained in this department. Why going to war all the time do not shape you society towards a more warlike culture, regardless of your culture choice ? (just and example) And again, it’s a far cry from what I could have been… and what was announced. https://www.youtube.com/watch?v=ZZd5pxTNzds
Civics and narratives events that shape them are sometimes anecdotal.
I worry about the fate of Amplitude, because it is one the remaining game company that I know that do not engage in unethical practices. At least, I hope so. One in a list that seem to get ever-shorter.
I will also admit that I have a somewhat emotional link with the Endless series. I can’t really put my finger on why, but I just like. Maybe because it has a soul ? I can’t explain what I don’t fully understand.
Humankind was and still is (and that’s part of the problem) a really big project that was presented as a civ-salyer… because of course it was !
Again, it is understandable because it was supposed to be Amplitude “Magnum Opus”. The communication before and after the release of the game lead to a great deal of confusion. Their is some hubris in this story I think.
I still remind myself of reading with some amusement the comment section of the ancestor teaser, on launch. People had no idea what the hell was announced. And that is, I think, a big problem. Nobody knew what to expect, if not something big and revolutionary. So expectations went wild and everybody made up their fantasy of what they expected the game to be, and where disappointed at launch because not everybody watch the dev-diaries. Some even excepted something that would thwart the monopoly of a certain game over historical 4x. Lots of emotion and resentment here. A mined field, let’s be honest.
The project was bold. But because the execution was and still is so lacking, even in the expectation managment department, I do wonder If Humankind was not the big mistep of Amplitude. When I read about and also experienced first hand the amount of balancing issues and, worst of all and never experienced before in an Amplitude Game, ludo-narrative dissonances (leave “your mark on history” with this unique set of preset cultures…) or just the fact that people do not understand what it’s not more like civ., as if it where to be both the anti civ. franchise, and civ. VII at the same time, or even the criticism that come when technological development is at play which is very “inhuman” and “gamey”. (Breaking news : you cannot research a technique you know nothing about. Breaking news : the onset of a new technique take, well, time… and it do not pop up like a pinata when you have thrown enough brain points at the tech.)
I know that this is how technology work for 4x since… well, the very first games ? I don’t know. But every game and their mother seem to have this kind of system. Humankind could have been a real revolution and not a gimmick if more testing of bold ideas was done before hand. The Endless Franchise could have been a testing ground. If more dev time and long term design and brain juices was given to the project, perhaps also a more clear and comprehensive view of what the team was heading for. Rumour has it that pollution was introduced and barely tested a few weeks before launch. I am fairly sure that it was not tested in the opened betas, as they seemed to focus more on the earlier eras (again : a concept that could have been questioned : what if the eras where determined and named after all the players actions, or, even, each civ. could have had it’s own set of eras. The era of the great strife. The longest peace. And so on.)
The hype and expectations were not under control. And hype is a double edged sword. Their is no way to way to have a second shot at releasing a game. Their is no second first impression. Humankind is forever tainted by it’s launch day.
The will to have such a game and magnum opus is not, I think, a mistake. But, given the information at my disposal and afford-mention, I cannot help but to come to the conclusion that the project was rushed in some ways. It failed. And I can say that because it failed by the standard it gave itself : I do not think Amplitude sat a new standard in the genre. It merely announced that it intended to innovate, and brought some ideas to the table. And that was it. A bit underwhelming.
If you argue that more years of development and DLC will fix this issue, well, this is very much the problem. Again, I insist, the game was supposed to be rock solid at launch, a Magnum Opus with the lessons from the previous games. If so stated, and it was so stated, please explain the need for DLC and a live service model ? If the live service model was conceived as the way to go from the start, it should have been stated so. But again, why a industry changer and bold new take on a genre historical for the whole gaming industry should be released with a roadmap ? Isn’t it a bit antithetical ? Can you imagine Cyrano de Bergerac Duelling it’s foes and other fools only on Mondays, because he has to prepare the rest of the week, doing push-ups and sowing in order to repair it’s worn out costume ? Nah.
I do not like the word “fan” because it always make me think of fanaticism. And being the fanatic of a corporate entity or product brand seem to me even more ludicrous than for other subjects, even more perverse. I didn’t swear the fealty of my wallet and soul to Amplitude.
But. I still like the company and the games. I played Humankind without to much expectations, mainly curious and excited to discover what one of my dearest studios came up with. I played over 200 hours and did not wait that much to leave a positive review. However, I liked the game despite and because of it’s faults and potential. Like the Mass Effect series, Mass Effect Andromeda included. A diamond, a gem in the rough, with a lot of untapped potential and bad press. Humankind didn’t as much problems as MEA, but I hope you can understand the comparison (and all the Mass Effect games, in hindsight, could have benefited from more work, they still are great or good, but still ; but I digress).
I hope Humankind see further development and the devs will learn a many great deal from all of this. But I fear it’s to late to change the overall perception. I fear that, even if the issues that the most glaring, such as pollution or industry bias, nothing can be done for the missed opportunities to try to do something really ground breaking for the civilisations mechanics, technology, religion, eras, and much more. Until next time.
English is not my first language. I hope this was constructive in some way.
Way I see it the game certainly has room to improve and has egregious issues to fix such as multiplayer in general having game breaking issues.
That said I believe Humankind can still ruffle civilization series a good bit but they certainly need to hunker down on mechanic tweaks and bug fixes before they give us content updates. I still do believe this will work out overall and we all know that the devs want to support the game for the future but this growing pain phase of a tipsy launch will simply make it a harder situation to navigate.
If they can get of this situated I believe the framework is there to keep me engaged at any rate. Game probably should have had two more opendevs and delayed launch further but at least in single player I'd say the game is like a 6 or 7/10 at least. I think everyone expected more than that and less kinks at launch hence the meh sensation going around and general disappointment. I don't think it would be fair to say that people feel hopeless though, and I think that's the key here... ATM anyways.
Tldr - Humankind launch dropped the ball but the game is far from a lost cause and can turn it around albeit might take longer than many want it to be.
Aeram wrote: a really big project that was presented as a civ-slayer
This characterization is central, common, and problematic.
First thought... how could any studio slay Civ in their initial attempt? What are we really expecting? Civilization is one of the most dominant franchises in any genre in the last several decades. There have been plenty of decent RTS's, FPS's, RPG's, and looters. But no studio has remotely tried to compete with Civ on its own turf since the 90's. Paradox's EU4 is probably the closest but it's very different in scope, style, and development model. Will a competitor get everything right on the first try? No. Is the attempt still valuable? Absolutely. I think Civ has stagnated and devolved since Civ 4 and I know I'm not alone in my opinion - I see plenty of old-school Civ-heads that are HK fans. And yeah... if you have no competitors then there's little reason to strive for innovation or quality. But talent and imagination only get you so far against experience and budget. To think otherwise is naive. I think HK has terrific, terrific ideas. I think it also needs plenty more balancing, testing, and tweaking, like many others do. But I'm glad I can play it and I think I'm realistic in understanding that a studio can't just keep a game in testing until it's "perfect". Personally, I enjoy (single-player) HK considerably more than Civ 5 or 6 already and I think it has the potential to be an all-time great 4X, whether that happens through patches, DLC's, or a sequel.
Second thought... gamers' judgments are too simplistic and competitive. Does HK compete with Civ? Absolutely. Does it have the same approach and design? Not at all. Can someone legitimately enjoy Civ 6 over HK or vice versa? Sure, no problem. We need to stop treating genre competitors like Final Four brackets where one faction ends up as the ultimate victor. There's plenty of room within 4X (or RPG's, RTS's, etc.) for different approaches. I'll play HK (even right now with its imperfections) over Civ 5 or 6, and I've already put more hours into it than 5/6. But I don't need to go convincing modern Civ fans that they're delusional either. There's plenty of room for different approaches.
If they can get of this situated I believe the framework is there to keep me engaged at any rate. Game probably should have had two more opendevs and delayed launch further but at least in single player I'd say the game is like a 6 or 7/10 at least. I think everyone expected more than that and less kinks at launch hence the meh sensation going around and general disappointment. I don't think it would be fair to say that people feel hopeless though, and I think that's the key here... ATM anyways.
Tldr - Humankind launch dropped the ball but the game is far from a lost cause and can turn it around albeit might take longer than many want it to be.
I think you are right, but some of the issues and lost opportunities are deeply baked in. You might have to wait for another iteration of the game for improvement or innovations on some topics, such as research. The more I think about it, the more I think I would like to see an evolution / innovation of some kind on the subject.
I'm not hopeless that being said. Perhaps some people are. Don't know. I'm just trying to reason and understand what happened, critically.
Another thing : the "engagement" method is something I quite don't like. To keep players interested in a game that is genuinely improving is one thing, to keep them emotionally "engaged" due to FOMO and other means such has sunk cost fallacy or even addiction with gambling mechanics is different. Beware of the big publishers language and methods ; they are not meant to make games, but products and value for their investors, aka, money. I understand that this is not what you meant, but be careful.
tppytel wrote:
Aeram wrote: a really big project that was presented as a civ-slayer
This characterization is central, common, and problematic.
First thought... how could any studio slay Civ in their initial attempt? What are we really expecting? Civilization is one of the most dominant franchises in any genre in the last several decades. There have been plenty of decent RTS's, FPS's, RPG's, and looters. But no studio has remotely tried to compete with Civ on its own turf since the 90's. Paradox's EU4 is probably the closest but it's very different in scope, style, and development model. Will a competitor get everything right on the first try? No. Is the attempt still valuable? Absolutely. I think Civ has stagnated and devolved since Civ 4 and I know I'm not alone in my opinion - I see plenty of old-school Civ-heads that are HK fans. And yeah... if you have no competitors then there's little reason to strive for innovation or quality. But talent and imagination only get you so far against experience and budget. To think otherwise is naive. I think HK has terrific, terrific ideas. I think it also needs plenty more balancing, testing, and tweaking, like many others do. But I'm glad I can play it and I think I'm realistic in understanding that a studio can't just keep a game in testing until it's "perfect". Personally, I enjoy (single-player) HK considerably more than Civ 5 or 6 already and I think it has the potential to be an all-time great 4X, whether that happens through patches, DLC's, or a sequel.
I do agree with all of that.
Furthermore, the idea that a franchise can be "slayed" is, in my opinion, a bit ludicrous, but it make great headlines and video titles I suppose. From what I understand, franchise tend to lose relevance on their own because they fail to keep their public, not really due to the competition, although their need to be a competition. The Sonic Franchise and the very intense competition in the "battle royal" genre is a good example of that I think. "Engagement" (and all it's perverse effects, some games being describe as being a storefront with a game attached) is key and innovation alone often do not suffice to get shares.
tppytel wrote: Second thought... gamers' judgments tend to be too simplistic. Does HK compete with Civ? Absolutely. Does it have the same approach and design? Not at all. Can someone legitimately enjoy Civ 6 over HK or vice versa? Sure, no problem. We need to stop treating genre competitors like Final Four brackets where one faction ends up as the ultimate victor. There's plenty of room within 4X (or RPG's, RTS's, etc.) for different approaches. I'll play HK (even right now with its imperfections) over Civ 5 or 6, and I've already put more hours into it than 5/6. But I don't need to go convincing modern Civ fans that they're delusional either. There's plenty of room for different approaches.
I do not think that this is limited to "gamer's judgment". Overall, critical thinking is not that widespread. I am not saying that people are morons, except us, I am saying that it's not part of the schools curricula and that cognitive biases exists. That being said, yes, Humankind was a vaillant attempt, and, as I wrote it upper, I did enjoy the game, a great deal I might had. I do understand the need for Amplitude to get games out. I'm just not sure they timed their projects right for Humankind to be as good as it could have, and devs wanted it be, at launch.
Humankind, if it was really supposed to be a magnum opus and their dream of the team, should have been tested more carefully and designed with more care. I will draw my student experience in this : a bit like when you plan and collect sources and data for your next paper, and next papers, while working on a different one, but that share similar themes. They could have made Endless Legend 2 and try to refine climate and, in some way, pollution and interaction with the environment more, as well as city and trade mechanics, for example. Yes, not everything could have been transferred, but it would have been useful, I think.
And yes, you can enjoy similar kind of games. Shogu is not inherently better than chess, or D&D better than Traveller. Different systems with different drives and appeals. But people tend to have "clanic" attitudes. I doubt they are that many though, those who do so are probably the more noisy.
And on the topic of 4x : I love Distant World. What a huge mess of an interface and AI this game is. But it's just a bloody good game, even flawed. (Besides, things that aren't flawed (ei : perfect) do not exist ; even those you dream about, they will always have the problem of being ephemeral, inconsistent, and only real in you head, which is a big drawback if it's a game you want to play for example.)
Aeram wrote: some of the issues and lost opportunities are deeply baked in
I disagree overall. Sure... there are some big issues like the dominance of industry that are baked in. And I have numerous other minor mechanical objections. But I think the biggest problems at the moment are general balance concerns (especially in multiplayer) and most of those can be fixed by changing some values in a data file. I think the fundamental systems in HK are pretty good.
I find that you are being too critical - can there be such a thing as too much critical thinking ? :)
Humankind did enough new things to break the mold - changing cultures, tactical battles that actually take place on the strategic map (no loading times, no random battlefield), elevation and distance matter and units can even participate from outside the battlefield, real armies that can be composed of a few dozen units (thanks to reinforcements) can make each battle epic and last for a good few turns, research that is both Era-locked and has bigger impact on gameplay mechanics and much more.
There are issues but they can be improved upon or fixed. For me there are a lot of unknown mechanics in the game which are not obvious to a lot of players and they find it difficult to learn the game. Two examples if I may :
- The recent Caravansarai thread. While it is obvious the movement bonus it grants, a lot of players are still not aware that you can have one Caravansarai per territory and can combine it with a nearby train station for really fast movement. If you place your caravansarais 6 to 7 tiles apart you will be able to have a really fast and mobile army that can move continents in the space of a few turns. District placement is still something most players seem to be learning.
- The thread about religion and what happens with Foreign Holy sites. Players are still used to Civ where if you conquer, everything should become yours, wonders as well. They still think of Holy Sties as religious wonders. But the key part here is that the Foreign Holy Sites keep generating Faith for the opposing religion even within your borders. What the players do not get is that in Humankind every district can be destroyed and ransacked, Cultural Wonders and Holy Sites included. You simply need to ransack the Holy Site if you are worried of it spreading a Foreign religion.
This was the same issue with too many cities and players not realizing they can ransack both outposts and cities if they want to. Also the mechanic that allows any land army to chop forests. In Humankind there is a lot more direct interaction with the map and you want to build and place units around it. For some reason players are still very new to this type of game.
In my opinion Humankind needs both more video guides and let's play videos to show how some of the underlying mechanics work and more time for the Civ veterans to learn the new mechanics. Even if you played the original CIV back in 1991 (I know I did) that does not mean that you will pick up Humankind straight away.
Melliores wrote: I find that you are being too critical - can there be such a thing as too much critical thinking ? :)
Yes ! It is good to doubt of your own doubts sometimes. But I am a worried person. Knowing that, I open myself for criticism. A paradox ? A flawless theory ? Lovelyin anyway.
However, their is a common misunderstanding about criticism. It can be good, or bad. What make criticism is the arguments behind. It is true that I did not mention the jawdropping arts and music, for example, but they tend to be taken for givens in Ampitude games.
Melliores wrote: Humankind did enough new things to break the mold - changing cultures, tactical battles that actually take place on the strategic map (no loading times, no random battlefield), elevation and distance matter and units can even participate from outside the battlefield, real armies that can be composed of a few dozen units (thanks to reinforcements) can make each battle epic and last for a good few turns, research that is both Era-locked and has bigger impact on gameplay mechanics and much more.
All of this being said, I understand your points. Some of those things were already iterated upon, but yes, the game do make some progress and innovations.
Melliores wrote: There are issues but they can be improved upon or fixed. For me there are a lot of unknown mechanics in the game which are not obvious to a lot of players and they find it difficult to learn the game.
That is, unfortunatly, a quite commin thing for the genre and for Amplitude games in particular. Easy to learn (in apparence) but very hard to master. I would point out something that was underused by the way : the narrator. A brillant and snarky idea to comment on the players actions, that actualy give tips if you pay attention. However, I do not think he gave enough. Some lines such as "Another battle ? Remember to keep them in the river." or "You should try take the high ground this time." could a funny way to gave the game react to the player failure and successes. Must be a hell to code though.
Melliores wrote: The thread about religion and what happens with Foreign Holy sites. Players are still used to Civ where if you conquer, everything should become yours, wonders as well. They still think of Holy Sties as religious wonders. But the key part here is that the Foreign Holy Sites keep generating Faith for the opposing religion even within your borders. What the players do not get is that in Humankind every district can be destroyed and ransacked, Cultural Wonders and Holy Sites included. You simply need to ransack the Holy Site if you are worried of it spreading a Foreign religion.
This seem to be a lack of notification on the side of the game. "Foreign religion holy site within our borders" and the narrator asking how much idols you intend to break today. Or a building option to deconstruct / convert the holy site into something else.
Melliores wrote: This was the same issue with too many cities and players not realizing they can ransack both outposts and cities if they want to. Also the mechanic that allows any land army to chop forests. In Humankind there is a lot more direct interaction with the map and you want to build and place units around it. For some reason players are still very new to this type of game.
I was asked if I were to critical, but you also have some critics of your own, isn't it ? ^^
Anyway, an other very valid point. Again, I suppose the narrator could come to the rescue. I might not be full proof, but it's already an idea. The narrator is, I feel, one of the few things that were marginaly there in the Endless games and greatly expanded upon... But now that I am writing this post, the brave - and very snarky, did I mention that ? - fellow also has it's shares of missed opportunities.
Melliores wrote: In my opinion Humankind needs both more video guides and let's play videos to show how some of the underlying mechanics work and more time for the Civ veterans to learn the new mechanics. Even if you played the original CIV back in 1991 (I know I did) that does not mean that you will pick up Humankind straight away.
I have mixed feelings about this. I tend to think that a good game should be able to stand on it's own. Humankind has an onboard tutorial for that matter, and an onboard encyclopedia. They could be expanded, but I personaly prefer the more organic way of teaching the game. The tech unlocks, even though not that imaginative, have that good side : you reach a treshold and, if you are somewhat alert, you ask youself what you can do with it. In the Endless games, the quests somewhat and sometimes filled such a role. The teaching of the game was baking in the lore and want to unlock more. Since you have already sat back to read a good text, might want to take the time to think about how to play, right ? But again, this is very personal and I am sure many people do not feel that way. I didn't feel that way myself a few years back.
Although, I also understand that some things Humankind do are not really part of the "culture" so to speak, of current 4x games. There might be a silver linning here : the innovations were actualy not very muched noticed, but those who used 'em sometimes (I plead guilty) because they felt natural, and by those who just couldn't fathom such things could be there, even when the button is right there.
VDmitry wrote: No reason to worry so far. The game is good, just went a bit early.
I feel you missed some of my argument, but I will take you concise optimism under consideration. (A game that went early, even good, can still be a waste. You need to be very bold to change core mechanics months, or years after launch, because you might alienate yourself some of your player base : see Europa Universalis IV and Stellaris (altgough the latter managed rather well).)
I'm torn too. I was really excited and looking forward to it, and so far the game feels a bit... half-baked? It has some amazing ideas but I don't think it's living up to a lot of them. Avatar customisation is ligher than I thought, and that isn't helped by some streamers having custom options (like glasses on some) which players don't have access to. I want specs for my character! And the outfits per culture seem odd too - some cultures get unique ones, others are just different colours, and the final era is really bland as you get a different coloured suit and badge.
I'm also not sure about the pacing, and the lack of a worker unit does slow down development a bit. Improving resources or building forts is city production and I feel like it should be a separate thing. The city cap is really punishing too. I understand why but I feel it could be a little more lenient without harming the game's balance too much.
Well, I did not get excited at all, I don't really fancy civs all that much and EL's tile movement and combat did not resonate with me much either. But Humankind is ok.
It works. It is playable, not overly complex, fluid if we ommit the manual combat, overally decent experience combining EL and Civs. It certainly did not cure cancer or solve world hunger and the only game it got to 'slay' was ES2, left hanging with somewhat controversial 'final' patch to solve all problems.
What it did however, was deliver a feasible game you can play from start to finish, bring friends, not bring friends, it does sport some replayability with various cultural mixes and lays ground for DLC deepening individual segments. It's basically EL but with leveling civs instead of unit design, which by me was a good trade off.
I find talking points such as "I would have done this completely differently" and "this system is underwhelming while I would want to build the game around it" are valid as to why you won't like certain aspect of the game, but it does not neccesarily mean the way it was implemented is objectively wrong. Taking in account user accessbility, reasonable time investment of both players and devs and what not, I do not find that many aspects that could have been implemented better.
I think the opendev was a great idea, just as trying to fit stadia in was. Also covid probably didn't make the game design easier. Yet the result, as it is now, will always be compared to the past titles and the idea of delivering a master piece. Perhaps that doesn't quite help the game's reception. Having said this my personal opinion would still be that the game design must have had a couple of management issues. This is no finger pointing. I am not a fan of paying for DLCs that make a game better, but in this instance it probably will be worth it. Why? Because the studio can deliver great content. But perhaps the dev team could use some fresh inputs / ideas.
Most of the problems in Humankind can be fixed with patches. I'm not worried about bugs, balance problems, or not-quite-finished systems. Those can all be fixed and while Amplitude's record of fixing bugs is somewhat mixed, they've been pretty active so far for Humankind. So, I'm optimistic about that.
But the big problem, I think, is the sameness of every playthrough. In every game, you're trying to get fame. That means essentially doing the same thing in every game. Sure, one game might have a bit more war than another, especially if you force it. But otherwise, you're basically building the same cities and researching the same techs and so on to get as much fame as you can. And the cultures that you select don't really matter because, with only a few exceptions, they all basically play the same way. I can impose rules on myself, like "no industry cultures" or "only X cities" or "select a military culture every time" or something, but that's not sustainable. So, ultimately, every playthrough feels the same.
And I don't know how to fix that without fundamentally changing the game.
koxsos wrote: I find talking points such as "I would have done this completely differently" and "this system is underwhelming while I would want to build the game around it" are valid as to why you won't like certain aspect of the game, but it does not neccesarily mean the way it was implemented is objectively wrong.
Taking in account user accessbility, reasonable time investment of both players and devs and what not, I do not find that many aspects that could have been implemented better.
Thank you very much for your answer. It offer a perspective that I severely lacked I suppose. Said perspective omit the promised "magnum opus" aspect, but I guess you are right in the end. It's just a game.
As for Reicha and Kwami, thank you to. I have to concur on most, if not all points.
Fame is not exactly what makes every game somehow similar. HK allows to do everything in every game. So next game you again free to do everything.
The difference between games should come from:
- close competition (each era, with equal but varied enemies)
- world deeds (currently not very important, but could be serious and different each game)
Sure, you're free to do everything in every game. But you also have to do pretty much everything in every game to get the most fame. That's why every game feels the same. To compare with another famous 4X game, in Civ VI, you can choose to focus primarily on science, culture, religion, war, diplomacy, etc. You still need to work on the other things, but you focus more on one and that affects the way that you build your cities, the order that you aim for techs, etc. But you can't do that in Humankind.
I'm also torned, and kinda disappointed to be honest. I pre-ordered the game to support the developers and really waited for the release... but I just don't feel the "magnum opus"...
Kwami wrote: Sure, you're free to do everything in every game. But you also have to do pretty much everything in every game to get the most fame. That's why every game feels the same. To compare with another famous 4X game, in Civ VI, you can choose to focus primarily on science, culture, religion, war, diplomacy, etc.
I can see both sides of this. I agree that there *is* a certain sameness to racking up Fame points in HK. The later Civs provide more gameplay diversity; however, that diversity often seems artificial and/or superficial. The idea of a "cultural victory" doesn't ring true to me historically in the first place, and the way that it's been implemented in Civ tends to transform the game into a bean-counting exercise instead of a narrative. Meanwhile, many of the other victories (space, domination, conquest, points) are all just window dressing on raw power. I hated going for domination wins in Civ because you could just as well win the space race faster in real-world player hours. It was all just a question of bigness in the end. The only "alternate win condition" I found genuinely interesting was the Diplo win because it worked (or at least *could* work) along completely different axes than the others. One of my favorite Civ4 games was an Emperor-level Standard Continents game where I took Gandhi to a completely pacifist (no war, not even as the defender) diplo win. That's not easy to do.
I would like to see some kind of wincon in HK that wasn't just a rough proxy for empire size. Some kind of diplo or maybe diplo/cultural hybrid option seems like it would be the most historically satisfying. But I have no idea how that could implemented inside the everything-is-Fame paradigm. There could possibly be some system for generating Fame through diplomatic agreements/achievements - that would keep the final victory decision being a straight Fame comparison. But it would require a much more nuanced diplo system and a whole lot of coding. That may be something that's impossible until a sequel.
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Hoping that was constructive in some way. English is not my primary langage.
Aeram
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32 300g2g ptsReport comment
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tppytel
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tppytel
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UnblockCancelMelliores
Musician
Melliores
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25 300g2g ptsReport comment
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VDmitry
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Hoping that was constructive in some way. English is not my primary langage.
Aeram
Sentient
32 300g2g ptsReport comment
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VDmitry
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UnblockCancelLoerwyn
Raven
Sic Deinde, Quicumque Alius Transiliet Moenia Mea
Loerwyn
Raven
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Lumeris Recon
Make ES2 playable again.
VIPkoxsos
Lumeris Recon
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Reicha
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Yellow Refreezerator
Kwami
Kwami
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Hoping that was constructive in some way. English is not my primary langage.
Aeram
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32 300g2g ptsReport comment
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VDmitry
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Kwami
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VDmitry
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tppytel
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