Well at least france's got a reason to just throw thier hands up and run when they get invaded.
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I only post constructive criticism to problems that would be rather difficult to correct. Stuff like the Iroqois/Inca thing can by correct once you have the game, so why bother complaining about it?
Somehow I get the feeling that Firaxis is working 24/7 right now, and won't read these complaints anyhow. Oh well, as long as they're working, and making a superior product worth our dollars/euros/pounds/rubles/unit of currency/girant rocks/cows.*grumbles about work*
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the only thing worse than people complaining about civ3, is the people complaining about the people complaining about civ3
but first one must make a distinction between people who whine for the fun of it and people who are trying to actually give constructive critisism
here is a nice little quote by Bruce Shelly, you know that guy who worked on Civ1, Age of Empires, and AoK
The Player Should Have the Fun, Not the Designer, Programmer, or Computer
Although this principle seems obvious, many games fail because the wrong entity is having most of the fun. It is often the designer who allows feature creep to overrun the product or a designer performs a brilliant analysis and installs an amazing single path to victory that no one else could find. The producer can direct great graphics and cinematics to suck up the budget, making all the artists happy, but leaving little time for inserting actual gameplay. If a player finds himself waiting all the time while the computer grinds through some brilliant calculations, maybe the computer is having more fun than the player is.
Game development should focus on creating entertainment for players by engaging their minds. Everything the team does in development, and what the machine does in operation, is directed toward that goal. All code, game features, art pieces, sound effects, music scores, and computer operations should enhance entertainment. An exception to this rule may be elements included for marketing considerations, such as opening cinematics. There are two additional points to keep in mind when designing a successful game. First, the player should be the hero or heroine. Second, in single play, the player should sweat a little, but always win in the end.
plus there is always room for improvement!
all of those who own a copy of civ2 or SMAC or plan on buying a copy of civ3 agree with this principle in deed if not in words
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the easiest way for the designers to know what a player wants is for the players to tell them, so there is nothing wrong with giving feedback,
plus there is always room for improvement!
'til they add a scripting language.
I only post constructive criticism to problems that would be rather difficult to correct. Stuff like the Iroqois/Inca thing can by correct once you have the game, so why bother complaining about it?
And I might point out I don't need the full game to criticize the art.
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Originally posted by FuFu15
WHAT THE **** FRANCE IS PINK?!!?
If you are, you've got the wrong thread and the wrong forum...."Proletarier aller Länder, vereinigt euch!" -- Karl Marx & Friedrich Engels
"If you expect a kick in the balls and get a slap in the face, that's a victory." -- Irish proverb
Proud member of the Pink Knights of the Roundtable!
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Buddy, if it means Firaxis wasting an hour fixing the fact that people hate the color pink (and that we, the fans can correct it later), or Firaxis putting that hour to good use hunting for bugs, sleeping so they can do more work, or posting on Apolyton, I will choose the later ten times out of ten. Save the small stuff for patches, and get in more important features.*grumbles about work*
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I don't think you can measure infinity, isaac."I agree with everything i've heard you recently say-I hereby applaud Christantine The Great's rapid succession of good calls."-isaac brock
"This has to be one of the most impressive accomplishments in the history of Apolyton, well done Chris"-monkspider (Refering to my Megamix summary)
"You are redoing history by replaying the civs that made history."-Me
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Originally posted by FuFu15
they're pink
I'd give you some links as to why men should like the color pink, but there are children roaming these forums"Proletarier aller Länder, vereinigt euch!" -- Karl Marx & Friedrich Engels
"If you expect a kick in the balls and get a slap in the face, that's a victory." -- Irish proverb
Proud member of the Pink Knights of the Roundtable!
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What is the definition of fun, exactly?
This is in response to JellyDonut's post.
For me, and alot of other people I would guess, the fun of games is often derived from realism. My two favourite games are Frontier: Elite II, and Civ (no version specified, CtP2 was great but I'm holding my breath for Civ3). What do they have in common? For me, they inspire me to use my imagination when I play them.
When I go to bed, I want to fantisize about what I've just experienced. Plus of course, hallucinating about terrain tiles and having what seems like hour-long dreams... just moving units in an imaginary game of civilization... come on, you hardcore civvers know what I'm talking 'bout :-)
(In a dusty, pompous, old-man medieval voice)
And so, the brave legions of Sire Patrik arrived at the last town standing after a fallen empire, and ... made camp for sixty years, biding the time when the city would regrow to size two, at which point they invaded. Sire Patrik disbanded the city and got a portable settler unit which built a city on his empire's outskirts.
...
Aye, the crowd cheers as the brave stone-age sailors set sail for the horizon, going forth ... on a 2,000 year mission to sail around the planet and map the coastlines of several continents.
(end voice)
I don't think there is a conflict between realism and fun, either. Taking my first example, what would be the downside of not using my strategy, but instead have a size-one city that is conquered automatically generate a settler unit?
The second example may be harder to solve. Why not have triremes lose health when they journey too far from your empire? This would illustrate the difficulties of (minor) support ships to resupply the trireme unit with fresh sailors. Of course, since more advanced ship types sail faster, the max distance will increase up until the modern-day Transport which doesn't have any restrictions. At any rate, I think my suggestion would enhance the game, and give the player an added sense that the ancient world is smaller than we now know it to be.
Regards,
PatrikMonsterMan's Mod: http://www.angelfire.com/amiga/civ3/
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