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Don't hold the game back to make it accessible.

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5 years ago
Feb 11, 2020, 7:57:23 AM

Civilization was one of my favorite game series growing up and I've always enjoyed the complexity of them. For me, they ruined it with Civ 5 by stripping out so much in the name of simplicity that it wasn't fun anymore. In Civ 4 vanilla an ancient city got 8 buildings, in Civ 5 an ancient city with no resources gets 4. In Civ 4 you often have 6 to 8 technologies at a time in a complex tree, but in Civ 5 you basically get 5 at a time. They removed tile developments, technologies, made a rock-paper-scissors unit system and cities can defend themself with no unit. It felt like a child's version of a strategy game. You can't get that feel of making priorities, managing and developing your civilization when you've got a four item checklist. Endless Space 2 didn't have so many buildings per system, but it made up for it with buildings that had more complex effects so choosing the right building still took a bit of thought. Even having redundant buildings like the colloseum, temple, and theatre may not have added any strategic depth per se, but it made it feel more like your city was actually progressing.

I admit that as a kid I made a lot of single city civilizations but I never expected it to be actually viable. I felt proud the first time I managed a full empire as big as the AI make. But in Civ 5 if you have more than like 5 cities your ability to make national wonders, civics, and even research is punished. Since when do larger empires have worse technology and an inability to build wonders? It's the equivalent of what they are doing to modern shooters to help bronze rank players get kills by adding in no skill mechanics, and it ruins the game.

Paradox has made a killing selling mind bogglingly complex games. Picking up Crusader Kings II or Europa Universalis 4 seems like a nightmare with the number of features there are, but it's fun as hell and I'm not the only one who thinks so. Even just declaring war has a casus belli system which outside of Jade Dragon is an art of its own. Please don't make Humankind a 'round peg goes in round hole' puzzle. It's terrific fun sandboxing around in a system you don't fully understand and never master, but it's terribly boring playing a game that you figure out and then are done with.

I hope that the improvements/expansions system has trees, the way research often does. A market isn't just built at the start and then forgotten as just another +1 gold, but something that you can improve upon, and you really feel like you always want -- need -- more. I hope you add interesting buildings with effects that are so desirable the cost seems worth it. The great walls blocking barbarians or reducing gold that pillagers get, universities that allow you to train specialists and send them to other cities to help them, forts which cut enemy supply lines so they can't just move into the heart of your country. I hope that building your capitol is has long term goals that you can push for; if you can just build everything in your first playthrough there's no dream of trying to make that perfect city.

I've been waiting for somone to make a game like this for years and I'm very excited to see it. I hope that it is big. I've loved the endless space games and I won't hesistate to purchase the most expensive edition as soon as you're taking pre-orders.

Updated 5 years ago.
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5 years ago
Feb 12, 2020, 3:27:52 PM

Seconded, the one thing I would dearly love to see is a split between unit and building production in a City. I always end up building a strong economy with almost zero armed forced, then late game, starting up the wargernaught and steam rolling, would be great if you could and had to contend with armies throughout without having to develop your city only during the lull between wars.

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5 years ago
Feb 13, 2020, 11:07:52 AM

Tell me, where you to design a house, would you prefer to have an easy access to the door after a nice pathway, or be forced to climb three different stairs and use a ladder to open it?

That's what accessibility is.

What you're doing here is a false dichotomy.



You're also confusing complexity with dichotomy. The multitude of buildings in Civ4 and ES2 is useless. What matters in Civ4 is purely your ability to spam deathstacks. Very simplistic game. Anyway I'm not going to add details on that, but there are many things about strategy game design that a lot of self-proclaimed hardcore gamers don't get. That's why companies like Amplitude need their game to not look too casual.

Otherwise you end with a game like Civ6 which is hated by some people just because of how it looks, despite being vastly superior to any game in the franchise.


You also end with people thinking that CK2 isn't a simple game to play. CK2 is a nightmare for accessibility because everything is hidden behind unnecessary menus. But once you get a hand on it, it's almost like it plays itself.

I know some people precisely like to figure how games work, and I am one of them. But let's not confuse accessibility with other things. Accessibility is good. You should never make a game less accessible just to please the minority of elitist people who want their games to look hermetic.

Updated 5 years ago.
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5 years ago
Feb 13, 2020, 12:23:34 PM

I don't mean accessibility as in how literally how many clicks it takes to access a given resource, I mean how hard it is to access the game in terms of learning all of the mechanics and features. I'm not asking them to make the user interface a mess, obviously - no one would want that. What I mean is that they don't dumb the game down. CK2 is simple to play but it takes a while to learn and can be overwhelming at first due to the number of mechanics and nuances in each of them. Civilization 5 was designed to be easy to learn and not overwhelming in the number of choices and menus, and the price was they stripped out as much as possible while keeping the game functional. Things being hidden behind menus is a problem when you first learn, but after you know it allows for there to be more features, mechanics, details, and choices that can't fit all on the screen in the same time. Accessibility is not in and of itself bad, but simplifying the game and removing features because it would make it frustrating for casuals to learn makes it less enjoyable for serious fans of the genre. If people want some mainstream cash cow they can buy civilization. Amplitude has prided themselves on making excellent games targeted at a smaller audience thus far and is why I've loved their games so much.


I agree that spamming stacks in Civ 4 was simplisitic, ES and ES2 had much more tactical combat. I'm suprised that you include ES2 as having a magnitude of buildings, to me it seemed they had as few as possible, but their mechanics made up for it. Civ 4 wasn't perfect but it was fun. Civ 5 made a lot of improvements, but was ruined by how watered down it felt. I haven't played 6.

Updated 5 years ago.
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5 years ago
Feb 17, 2020, 4:17:46 PM

I'd prefer the game to have deep gameplay with meaningful choices rather than complexity for the sake of compexity just to keep the player busy. 

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5 years ago
Feb 20, 2020, 3:25:22 PM

Civilization 4 combat wasn't very good. One of the main reasons they made the swich for Civ V was because no one appreciated doom stacks nor how hard it was to kill defensive enemies. Alowing for more specialization and all is good but you dont want to make cheap tactics the only viable ones.

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5 years ago
Feb 23, 2020, 12:55:44 PM

What we need and are discussing is the game being challenging, meaningful, with depth and intelligence to keep us interested and wanting to figure it out while we invest time into it. Please, do not dumb it down!

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5 years ago
Feb 24, 2020, 12:33:15 PM

But at the same time don't make it complicated just for the sake of being complicated. Accessibility and complexity are not mutually exclusive. 


Example: planetary tiles in Stellaris (where putting buildings in appropriate tiles would have sinergies etc). They did not bring much — if any — value to the game, and were just a puzzle game tackled onto the planet management system. They were later replaced by a system that made more sence.


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5 years ago
Apr 7, 2020, 2:38:47 AM

I'm not advocating for pointless complexity simply for the sake of obfuscation or hazing new players. Rather when the devs are considering a feature that would make the game better, don't write it off because it would make the game harder to learn. A lot of the Civilization series was stripped away to make the games easier to learn. Paradox's games, by contrast, never had such a problem.

Idealy I think combat should be more detailed than just "attack". Throughout history smaller armies have defeated larger ones through tactics. Endless space had a simple "card" tactic system which was better than nothing. Crusader Kings 2 actually has a very complex tactic system but it was running behind the scenes and not directly controllable so it just came out to be more like RNG, although it could be indirectly manipulated for strategic advantage. It would be nice to have a system where you can choose *how* your troops attack, and if that makes the game harder to learn, so be it.

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5 years ago
Apr 7, 2020, 8:57:34 AM

While I agree that complex games are fun, it is only logical for developers to target a larger number of potential players in order to get payed for a lot of work. I think Amplitude found a good way so far to make games easy enough to understand, but also challenging in the deeper levels of e.g. combat strategies. A whole other discussion would be how much rng is realistic and necessary or even usefull for such a game. If a good player beats larger armies on a reliable basis by using good tactics it might make the game against AI and new players too easy. On a certain basis rng has to be in a 4x game to make it fun for more than one or two scenarios, again my opinion. :)

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5 years ago
Apr 23, 2020, 1:13:08 PM

A bit of a tangent, but out of curiosity, did you just play Civ V when it was first released or did you play it with both of its expansions? The game improved a LOT with both expansions and is now, in my opinion, the best Civ game yet and is very highly regarded by a lot of people. It might not try as hard to be a historical simulator as Civ IV did but imo is a much smoother, deeper, better balanced and generally more enjoyable gameplay experience. If you came straight from a fully improved Civ IV to base vanilla Civ V and then never touched it again it's not hard to imagine why you didn't like it. It's a huge mistake, imo, to judge any 4X game (or even strategy games in general tbh) on the basis of their initial release. Most get a lot better with time.


Onto the actual topic - depth is extremely important in a 4X game and not something to shy away from, I totally agree, but I think it's more important that this depth is implemented in the right way. Choices need to be meaningful and the game has to not get bogged down in micromanagement that slows the pace of the game to a boring crawl (particularly in the endgame). EUIV is a game I love and have invested many hours into but I have always felt that it fails on quite a basic level to implement systems that are actually meaningful and fun to interact with - instead it just bombards you with a huge over-abundance of game mechanics that by themselves are simplistic and don't really interact with each other. Instead of trying to simulate actual population and economics, for example, it just gives each province a number for "development" that you can spend a fixed amount of points to increase. I'd much rather they worked on making the game make sense from the ground up instead of adding yet another slider/currency that doesn't do much. 


Having a lot of cool systems is great, but quality is far more important than quantity, I suppose is what I'm trying to get at.

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5 years ago
Apr 23, 2020, 2:47:35 PM

I played Civ IV and V both vanilla and with expansions. Civ IV was good even without it's expansions, Civ V was meerly less bad with them. I don't think I should have to buy a dozen DLCs before the game is playable. I liked all of Amplitude's games at launch without needing DLCs to feel like it is a complete game.

I'm not advocating for quantity over quality. I just don't like overly simple systems that are designed to be easy to learn, at any expense to replayability. The goal of selling the most copies of the game means watering it down so the general public finds it easy. It's a strategy game, and I hope it will be one that I find challenging, like Amplitude's other games so far. Civilization was one of my favorite game series growing up and I feel like it was taken from me because it's more profitable to target people with no patience to learn.

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5 years ago
Apr 23, 2020, 2:57:07 PM
Eulogos wrote:

I played Civ IV and V both vanilla and with expansions. Civ IV was good even without it's expansions, Civ V was meerly less bad with them. I don't think I should have to buy a dozen DLCs before the game is playable. I liked all of Amplitude's games at launch without needing DLCs to feel like it is a complete game.

I'm not advocating for quantity over quality. I just don't like overly simple systems that are designed to be easy to learn, at any expense to replayability. The goal of selling the most copies of the game means watering it down so the general public finds it easy. It's a strategy game, and I hope it will be one that I find challenging, like Amplitude's other games so far. Civilization was one of my favorite game series growing up and I feel like it was taken from me because it's more profitable to target people with no patience to learn.

That's true for many series sadly. If you look at games like dragon age or mass effect e.g.. Those got less complex with each new title. I think Amplitude won t give us a game that is not challenging with HK. I think the hardest part for Devs is to make a game accessable for new players and still hard to learn in perfection.

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5 years ago
Apr 24, 2020, 2:58:59 PM

Accessibility is a bad term because it doesn't define what is really being argued over which is learning curve in the game. And Learning curve is a preference player to player just like someone who wants to read a 10 book epic fantasy series versus someone who wants to read one single standalone book. By saying accessibility it feels like we are giving the developers only one option when really its just like anything, they are choosing the general consumer they wish to sell the game to.


To say that a high learning curve game wont be successful is kinda like saying a big epic fantasy book series could never be successful and we all know from proof (especially recently) that this isn't true. 


As a sort of aside on the Civilization critique thats kinda been going on: I feel as though Civilization did a lot to try and stream line decisions for multiplayer. To be honest I don't think there is any reason to make a 4X super stream lined unless there is a situation where the player might be waiting on someone else's decisions otherwise the player may as well take as long as they need. Also I think that Civ very much is happy being the gateway (low learning curve) 4X game which I hope that Human Kind can be very happy taking it further.


sorry for the ramble!


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5 years ago
Apr 24, 2020, 3:40:36 PM
Pipps wrote:

Accessibility is a bad term because it doesn't define what is really being argued over which is learning curve in the game. And Learning curve is a preference player to player just like someone who wants to read a 10 book epic fantasy series versus someone who wants to read one single standalone book. By saying accessibility it feels like we are giving the developers only one option when really its just like anything, they are choosing the general consumer they wish to sell the game to.


To say that a high learning curve game wont be successful is kinda like saying a big epic fantasy book series could never be successful and we all know from proof (especially recently) that this isn't true. 


As a sort of aside on the Civilization critique thats kinda been going on: I feel as though Civilization did a lot to try and stream line decisions for multiplayer. To be honest I don't think there is any reason to make a 4X super stream lined unless there is a situation where the player might be waiting on someone else's decisions otherwise the player may as well take as long as they need. Also I think that Civ very much is happy being the gateway (low learning curve) 4X game which I hope that Human Kind can be very happy taking it further.


sorry for the ramble!


No worries! I think we re not trying to denie that there are different people out there, but the term accessibility rather targets an average. You re right though that real life works differently. ;)

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