For the past several years I have been one of many Civ players who avidly read the Apolyton forums, but remain anonymous. But having read the many raves & rants about Civ3--and the patch in particular--I find myself oddly driven to step forward with some observations about the game, and the developers in particular.
I have been a professional software developer (manager, designer, & programmer) for almost 20 years now, I believe that Firaxis is getting a "bum rap" in these forums. Allow me to explain:
First of all, many people fail to understand the difference between a "bug" and a "design flaw". Bugs are when the application fails (crashes) or does not do what it is supposed to, usually with 'undefined results'. A well-documented example in Civ3 is the "Air Superiority" bug: it simply doesn't work. A design flaw, on the other hand, is when the application does what it is intended to do, but this has unforeseen or peculiar side effects. In Civ3 we have the example of "lumber-jacking": the program is working properly, but human players are taking advantage of a flaw in the design. OK, so bugs and design flaws are different...so what?
Bugs happen. The job of the testers is to identify bugs so that the programmers can replace them with new bugs. The more glaring the bug, the less forgivable it is, but only a handful of the bugs documented in the forums here are serious show-stoppers. How many of you remember "GPFs" or the infamous "BSOD"? Subtle bugs, such as "If I bring up a flyout menu, then use a hotkey, the menu doesn't go away." are harder to find, because testers naturally learn to use the application, and human nature makes it difficult to intentionally do something wrong. Cosmetic bugs like spelling mistakes or mismatched animations/sounds are more of an embarrassment than anything else: they don't (usually) affect gameplay, and are easily fixed.
Does this mean that the bugs in Civ3 are "acceptable" and that we should shut up and live with them? No...it means that the developer should accept feedback and make an earnest effort to remove them...which is exactly what the patch is intended to do.
Design flaws are not only forgivable, but in many cases are an inherent part of the process. The design of Civ3 is very complex: there are numerous variables (terrain, units, techs, resources) that interact in an almost infinite number of ways. The human player can play aggressively, defensively, or even maniacally, and the design cannot ever intercede or say "You can't do that." It is this exact "open-endedness" that attracts most Civ players (including me) because we can play the game any way we want to. Consider chess: six "units" (pieces), only one type of "terrain" (square), and no techs or resources at all; compared to chess, Civ3 is horrendously more complicated!
The creativity and imagination of the (tens of) thousands of players around the world is bound to uncover examples where the design can be exploited. To expect the Firaxis Q&A team to find them first is as ridiculous as it is unreasonable! My spin on Civ3 is that Firaxis concentrated on balancing the game, because creating a system as complex as Civ3 without introducing any uber-units or "sure thing" strategies is difficult. Sid (& others) had to have learned from the CTP fiasco that an imbalanced game won't last very long. Reading the posts in the forums, you can see that no single nationality or unit is clearly better than the others; even prioritizing Wonders generated dozens of posts as to which is better...and why. This (to me) is a clear sign that if nothing else, Civ3 is well-balanced "out of the box".
So where to from here? My vote is to give Firaxis a break, and recognize them for what they have done: they have managed to create the next version of one of the most complex simulations currently available. They have made an effort to remove bugs uncovered by the user community, and are already starting to improve the User Interface and even resolve subtle design flaws (lowering corruption, et al). From a programmer's prespective, Civ3 is a gem, and Firaxis has already demonstrated their willingness to help polish it into a jewel.
Cheers!
Humble Programmer
,,,^..^,,,
I have been a professional software developer (manager, designer, & programmer) for almost 20 years now, I believe that Firaxis is getting a "bum rap" in these forums. Allow me to explain:
First of all, many people fail to understand the difference between a "bug" and a "design flaw". Bugs are when the application fails (crashes) or does not do what it is supposed to, usually with 'undefined results'. A well-documented example in Civ3 is the "Air Superiority" bug: it simply doesn't work. A design flaw, on the other hand, is when the application does what it is intended to do, but this has unforeseen or peculiar side effects. In Civ3 we have the example of "lumber-jacking": the program is working properly, but human players are taking advantage of a flaw in the design. OK, so bugs and design flaws are different...so what?
Bugs happen. The job of the testers is to identify bugs so that the programmers can replace them with new bugs. The more glaring the bug, the less forgivable it is, but only a handful of the bugs documented in the forums here are serious show-stoppers. How many of you remember "GPFs" or the infamous "BSOD"? Subtle bugs, such as "If I bring up a flyout menu, then use a hotkey, the menu doesn't go away." are harder to find, because testers naturally learn to use the application, and human nature makes it difficult to intentionally do something wrong. Cosmetic bugs like spelling mistakes or mismatched animations/sounds are more of an embarrassment than anything else: they don't (usually) affect gameplay, and are easily fixed.
Does this mean that the bugs in Civ3 are "acceptable" and that we should shut up and live with them? No...it means that the developer should accept feedback and make an earnest effort to remove them...which is exactly what the patch is intended to do.
Design flaws are not only forgivable, but in many cases are an inherent part of the process. The design of Civ3 is very complex: there are numerous variables (terrain, units, techs, resources) that interact in an almost infinite number of ways. The human player can play aggressively, defensively, or even maniacally, and the design cannot ever intercede or say "You can't do that." It is this exact "open-endedness" that attracts most Civ players (including me) because we can play the game any way we want to. Consider chess: six "units" (pieces), only one type of "terrain" (square), and no techs or resources at all; compared to chess, Civ3 is horrendously more complicated!
The creativity and imagination of the (tens of) thousands of players around the world is bound to uncover examples where the design can be exploited. To expect the Firaxis Q&A team to find them first is as ridiculous as it is unreasonable! My spin on Civ3 is that Firaxis concentrated on balancing the game, because creating a system as complex as Civ3 without introducing any uber-units or "sure thing" strategies is difficult. Sid (& others) had to have learned from the CTP fiasco that an imbalanced game won't last very long. Reading the posts in the forums, you can see that no single nationality or unit is clearly better than the others; even prioritizing Wonders generated dozens of posts as to which is better...and why. This (to me) is a clear sign that if nothing else, Civ3 is well-balanced "out of the box".
So where to from here? My vote is to give Firaxis a break, and recognize them for what they have done: they have managed to create the next version of one of the most complex simulations currently available. They have made an effort to remove bugs uncovered by the user community, and are already starting to improve the User Interface and even resolve subtle design flaws (lowering corruption, et al). From a programmer's prespective, Civ3 is a gem, and Firaxis has already demonstrated their willingness to help polish it into a jewel.
Cheers!
Humble Programmer
,,,^..^,,,
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