SMAC is an excellent game, but there are specific elements of the gameplay that are very successful and other elements that are not. Since Firaxis is now working on CIV3, it might be worthwhile to them to know what people think is worth keeping in this new game and what is worth downplaying. Here are my opinions:
Works:
The Factions--In Smac, the factions, and especially the faction leaders, were really half the game. It is much more fun to conquer, at long last, one of that bastard Yang's cities than it would be to just capture "a Hive city". I don't care about ideology in real life, but it sure is fun in SMAC.
Planet--Planet is an interesting setting and it hits a lot of hot buttons concerning current environmental controversies. SMAC also does a good job of not overexplaining Planet's conciousness. It preserves a certain amount of mystery about what Planet is and how it thinks. I don't think you could carry this over to Earth though.
Special Terrain--The various terrain features add an interesting element of chance and strategy.
Movies--The Special Project movies are excellent---they are intelligent, evocative and fun to watch.
Music--Okay, there ain't much of it, but, on the other hand, I never felt the inclination to turn it off. I always end up ditching the music in other games after 15 minutes, even if it is good. Sometimes less is more.
The First Fifteen Minutes It is still great to start out with one base and explore an unknown world.
What doesn't work:
Endgame--This is my biggest gripe about SMAC. After an epic job of building your civilization and defeating your enemies, all that happens is you build the Transcendence Project and you win. Firaxis tried to increase the suspense by putting in the mindworm explosions as you approach Transcendence, and this works--- the first time you play the game. But after that, fending off the mindworms is just a boring chore that nets you huge amounts of cash. The old civ "Build a Spaceship" out of components is a much better way to end the game. But there should be some strategy involved in what components you build and your chances of success.
Graphics-- The only problem I have with the map graphics is fungus. It just doesn't look very impressive. The rest of the map was fine. Unit graphics were much less impressive---with only a couple of frames of animation they were incredibly slow.
Game System-- The basic Civ game system has been around the block one time too many IMHO.
AI-- This is really a problem with all wargames, but SMAC is no exception. Current AI is not up to the demands of complex, open ended strategic games. However it should be possible to personalize the AI a little better so it responds more like it "should". IE the faction leaders should act according to their personalities. Also tactical decision making could be improved.
Bugs-- Fewer bugs please.
Tech Tree--the techs in SMAC are really just names acting as placeholders for unit or base advances. This almost makes the whole game seem like one of those Civ2 scenarios where "Sabatier Converter" is just the current name for the "Market". Also the tech tree seems too crosslinked to me. This means that you can't make strategic research decisions because you basically need the entire lower part of the tree to make any advance in the middle.
Those are my thoughts. Anyone else?
Works:
The Factions--In Smac, the factions, and especially the faction leaders, were really half the game. It is much more fun to conquer, at long last, one of that bastard Yang's cities than it would be to just capture "a Hive city". I don't care about ideology in real life, but it sure is fun in SMAC.
Planet--Planet is an interesting setting and it hits a lot of hot buttons concerning current environmental controversies. SMAC also does a good job of not overexplaining Planet's conciousness. It preserves a certain amount of mystery about what Planet is and how it thinks. I don't think you could carry this over to Earth though.
Special Terrain--The various terrain features add an interesting element of chance and strategy.
Movies--The Special Project movies are excellent---they are intelligent, evocative and fun to watch.
Music--Okay, there ain't much of it, but, on the other hand, I never felt the inclination to turn it off. I always end up ditching the music in other games after 15 minutes, even if it is good. Sometimes less is more.
The First Fifteen Minutes It is still great to start out with one base and explore an unknown world.
What doesn't work:
Endgame--This is my biggest gripe about SMAC. After an epic job of building your civilization and defeating your enemies, all that happens is you build the Transcendence Project and you win. Firaxis tried to increase the suspense by putting in the mindworm explosions as you approach Transcendence, and this works--- the first time you play the game. But after that, fending off the mindworms is just a boring chore that nets you huge amounts of cash. The old civ "Build a Spaceship" out of components is a much better way to end the game. But there should be some strategy involved in what components you build and your chances of success.
Graphics-- The only problem I have with the map graphics is fungus. It just doesn't look very impressive. The rest of the map was fine. Unit graphics were much less impressive---with only a couple of frames of animation they were incredibly slow.
Game System-- The basic Civ game system has been around the block one time too many IMHO.
AI-- This is really a problem with all wargames, but SMAC is no exception. Current AI is not up to the demands of complex, open ended strategic games. However it should be possible to personalize the AI a little better so it responds more like it "should". IE the faction leaders should act according to their personalities. Also tactical decision making could be improved.
Bugs-- Fewer bugs please.
Tech Tree--the techs in SMAC are really just names acting as placeholders for unit or base advances. This almost makes the whole game seem like one of those Civ2 scenarios where "Sabatier Converter" is just the current name for the "Market". Also the tech tree seems too crosslinked to me. This means that you can't make strategic research decisions because you basically need the entire lower part of the tree to make any advance in the middle.
Those are my thoughts. Anyone else?
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