A few months ago, I wrote a blog piece about suggestions to expand Madden 16's feature set to make the game a deeper, more realistic depiction of the management of an NFL team. This year's Madden game has proven to be a much better game than the previous few years, and I actually have found myself playing it well into the new year. As such, I've also been coming across new, nagging annoyances, and new ideas for features and enhancements. Most notably, I finally got to play through a complete off-season, and I have several ideas for how offseason can be improved in future years of Madden.
So I've decided to write a follow-up piece with more suggestions for future games. This article will focus on off-season activities. In order to keep things clean and concise, I've also made a few changes to the original post as well. I wanted to keep specific topics grouped together. There's also less to talk about in this new post, so I've moved the "Little Things" section from the original post into this article in order to shorten the original post and pad this one out to about the same length. I've also made some small revisions and clarifications in the original post, so I highly recommend re-visiting that post to see the changes.
Table of Contents
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Tags:Madden NFL, Madden NFL 16, Madden NFL 17, Madden NFL 18, wishlist, EA, EA Sports, Tiburon, sports, football, NFL, simulation, franchise, offseason, draft, draft board, free agent, contract, negotiation, training camp, skills trainer, practice squad, scout team, rookie, scheme, mentor, coach, veteran, injury, Tony Romo, Tom Brady, Jay Cutler, NCAA Football 14
Continuing my series of strategy guides for the civilizations of Brave New World, I have now moved onto legacy civs whose strategies have changed somewhat due to the expansions' features. One civilization that received an indirect upgrade by the changes introduced in Brave New World is Dido's Carthaginian empire. Even though her actual ability didn't change, the new trade route mechanics changed the function of the harbor, which subtly changes how Carthage should be approached by Brave New World players.
In the ancient world, the Phoenicians exercised near absolute dominance over maritime trade in the south Mediterranean. Phoenician control was centered in Tyre, whose colonies paid tribute but were not directly controlled by Tyre itself. When Alexander the Great destroyed Tyre in 332 BC, the Phoenician colony of Carthage began claiming control over Tyre's former colonies in Sicily, Sardinia, Morocco, and Iberia, and established itself as the commercial center of the Western Mediterranean. This economic success and naval supremacy lead to three Sicilian Wars with Greece and three Punic Wars with the Roman Republic. The third Punic War resulted in the sacking and conquest of Carthage by the Romans.
Historical records of Dido are very limited, and historians debate her historicity. The sources available indicate that she was the daughter of an unnamed King of Tyre, who named both her and her child brother, Pygmalion, as heirs. But when the king died, the people refused to acknowledge Dido as heir, and only Pygmalion was recognized. Pygmalion had Dido's husband, Acerbas murdered in order to claim Acerbas' vast wealth, and Dido stole away Acerbas' gold and fled Tyre along with some attendants and senators. She landed in North Africa, where a local Berber king granted her an amount of land that she could encompass with a single oxhide. So Dido cut the oxhide into small strips and encircled an entire nearby hill upon which the city of Byrsa was founded. She would later also found the city of Carthage before sacrificing herself in a pyre in order to remain faithful to her deceased husband and escape a marriage proposal from the Berber King. She would later be deified by the Carthaginian people, making it difficult to determine if the stories are genuine or just legend. [More]
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Tags:Sid Meier's Civilization, Civilization V: Gods & Kings, Civilization V: Brave New World, Civilization V, Carthage, Dido, Phoenician Heritage, Quinquereme, African Forest Elephant, trireme, horseman, Feared Elephant, mountains, harbor, cargo ship, trade route, navy, Great General, Civ-V
I'm starting to feel like quite the prognosticator. Earlier this year, I started tossing around the idea of Nomadic civilizations for future Civ games. Around the same time, Creative Assembly announced Attila: Total War. They had apparently come up with almost the same idea independently at the same time. Well, now the teams at Firaxis have also implemented a variation of my idea for their new expansion to Beyond Earth, called Rising Tide.
This expansion seeks to remedy several of the core complaints with the Beyond Earth game. In my original review for Beyond Earth, my two biggest complaints were that the game and its leaders lacked the personality and variety of Civilization V, and that it just didn't feel futuristic enough. Both of these complaints ended up being the major focus of the first expansion, which definitely helps to make Beyond Earth stand out a little bit from its more realistic counterpart.
So we sailed up to the sun, till we found a sea of green
One of Beyond Earth's biggest failings was its lack of creativity in using its futuristic setting to innovate gameplay. The game felt very much like a reskin of Civ V rather than a new game. A big part of this was that the map posed many of the same sorts of restrictions on players that the Civ V map did: mountains, canyons, and oceans were all obstacles either impassable by units or uncolonizable by cities.
Aquatic cities and civilizations help to separate Beyond Earth's futuristic setting from Civilization's historical roots.
Well now one of those restrictions has been lifted, and civilizations can build floating cities in the oceans. Such cities can even be moved in order to claim new tiles or to act as mobile military bases. This opens up some interesting (and sometimes silly) new strategic possibilities, but the whole mechanic feels a bit contrived to me. Moveable cities is something that I think can work very well in Civilization, but I just don't feel that Firaxis gave us much reason to ever need to move cities in this game. My proposal for nomadic civilizations was two fold: such a faction could mobilize its entire civilization right up to an enemy's borders during war; and it could also move in response to changing map conditions (migrating animal resources or climate change) during peace. Beyond Earth hits that first point by turning cities into massive aircraft carriers, but there aren't any mechanics in place to make the map a factor.
Fish and other harvestable sea creatures don't migrate, and other resources don't move. So if you aren't using your aquatic cities as mobile military bases, then there's never any real need to move them. And if you're not playing as the North Sea Alliance faction, then the cost to move a city can feel prohibitively expensive. The people at Firaxis seemed to have recognized this, and so they made it so that aquatic cities don't grow their borders based on culture. Instead, you must either buy new tiles or move the city itself in order to acquire adjacent tiles. But since moving takes valuable production time away from the city, I rarely find myself moving a city, and instead I just buy any tiles that I want.
Aquatic cities can be moved, and can act as mobile military platforms and aircraft carriers.
There are other pros and cons to aquatic cities, such as health benefits, faster virtue acquisition, and more profitable trade routes. You can also move the cities around to temporarily acquire resources that allow you to build specific resource buildings, but at the cost of possibly temporarily hurting your city's growth or production (and maybe even starving the city if you move away from food-generating tiles). So there's a lot to think about when build an aquatic or nomadic civilization, but it all feels kind of like ad hoc mechanics in order to make the mechanic seem more meaningful than it actually is. That isn't to say that mobile cities is a bad feature in Beyond Earth. It's perfectly functional, and can be fun to play around with. It just feels a little gimmicky.
Just look at the world around you, right here on the ocean floor
It certainly helps that the oceans themselves are a much bigger part of the game. The ocean isn't just divided into coastal tiles and empty ocean anymore. There's a whole host of new aquatic resources, and even the sea floor itself has different features. This definitely provides some incentive and reward to building floating cities, since the ocean can be a rich source of resources. The ocean tiles themselves can even be improved with a variety of new improvements (including basic farms and mines).
The oceans are alive with life and resources, giving reason to found aquatic cities.
Aliens are also active in the oceans. Sea creatures will build nests (just like their land counterparts), and there's a new alien creature called Hydrocoral that is stationary but which spreads across the ocean surface if left unchecked. Resource pods, artifacts, and quest triggers can all also be found in the ocean. So there's plenty to do in the water now, oceans feel more like a genuine part of the map rather than just dead space between continents, and the variety of features and resources in the ocean helps to make the world look more alien.
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da86c697-6def-4ade-b575-051869e1f38d|2|5.0
Tags:Sid Meier's Civilization, Civilization: Beyond Earth, Civilization: Beyond Earth: Rising Tide, Rising Tide, Firaxis, 2K Games, PC, Steam, strategy, grand strategy, turn-based strategy, science fiction, space, water, aquatic city, nomad, ocean, trench, submarine, diplomacy, affinity, alien, Civilization: Beyond Earth
"Pirate Lord Captain Gregle, Slayer of Ancients and World-Renowned Trapeeze Artist" sounds like a pretty legendary character, right? Well, he wasn't. In fact, he was a very lucky, over-achieving halfling rogue in a short-lived campaign of Dungeons & Dragons. I rolled for the character's initial stats, got fairly low constitution, and then rolled the minimum value for hit dice for the first few levels. The result was a sixth-level character with a pathetic sixteen max hit points! A single lucky shot from virtually any enemy could be an instant KO for that character, and getting engaged in melee would practically be a death sentence. While some power gamers may scoff at the idea, rage against their dice, and then remake their character with a standard array and average HP, I decided to run with it and role play the hell out of little Gregle.
Character sheet for "Pirate Lord Captain Gregle, Slayer of Ancients and World-Renowned Trapeeze Artist"
With the low initial constitution, I focused my character around stealth abilities, disengagement and evasion tactics, and ranged attacks, and continued to improve those skills as I leveled. Knowing that he's a pathetic weakling, Gregle overcompensated by being a very flamboyant braggart and narcissist (I took inspiration from Stephen Colbert), and thought that he was more charming than he actually was. He routinely hid in the shadows, taking pot shots at vulnerable enemies and racking up kill steals from afar while his two warrior companions did most of the heavy-lifting. He would occasionally disarm a trap or unlock a door, and once used a clever trick to pacify (and subjugate) an entire band of pirates. He then took credit for much of the party's achievements.
Despite having only slightly above average charisma, he leaned on his halfling luck to succeed on some charisma checks and make himself a bit of a celebrity with the local townies for his exaggerated heroics. He reveled in the unprecedented access to their community that the locals provided, and he reveled in the adulant gifts that they showered upon him, happily hoarding it all in his bag of holding. The other party members never called him out on it in public, since they were just happy to have the cooperation of the locals.
While the other players and DM enjoyed Gregle's antics, their characters only barely tolerated his presence. During the actual adventuring, he was constantly getting into trouble and needing to be bailed out by his fellow adventurers. He once falsely awakened the party during his night watch after mistaking a wyvern for a dragon. In another instance, he was KO'd while using spider-boots to walk up a ceiling to pursue an enemy that had climbed a rope to escape the conflict, and he became stuck on the ceiling, forcing the party to figure out a way to get him down. They reluctantly obliged to help him, since Gregle was the possessor of the party's bag of holding, and was actually good at sneaking around to perform recon, unlocking doors, disarming traps, coming up with clever plans to avoid direct conflict, and other appropriately roguish things.
Gregle was one of the most fun characters that I've ever played, and he provided me with one of my most entertaining gaming experiences. This is the power of role playing to a character's strengths and weaknesses. It's a power that Bethesda shows no interest in utilizing for Fallout 4.
Out of the vault and into the wastes
I have to give credit to Bethesda for making one really interesting decision with Fallout 4: the game starts in a time period prior to the Great War that triggered the nuclear holocaust, and so it explores as yet unseen elements of the series' backstory. Or at least, it does for all of fifteen minutes. Much like Fallout 3, the pre-war gameplay and time that you spend in the vault is really just an extended tutorial and character-creation process. But unlike Fallout 3, it doesn't give enough time and depth to those settings to make the player legitimately care about them or the characters in them.
You don't spend enough time in your pre-war home or vault to develop any attachment to the place or people.
After creating your character and setting your S.P.E.C.I.A.L. stats, you and your spouse immediately flee with your infant child to the neighborhood vault. Once inside, you're handed the trademark silly superhero pajama jumpsuit and then promptly cryogenically frozen. You awake to witness your spouse get murdered and child kidnapped by apparent raiders, but then get frozen again. Then you awake again to do the combat tutorial against radroaches before leaving the vault and starting the game proper.
You spend virtually no time in the pre-war time period; you don't bond at all with your spouse or child; you don't establish any connections with your home or neighbors. There is absolutely no emotional bond between the player and what is lost in the war. So when the game drops you in the wasteland with a dead spouse, a missing child, and a quest to track down the kidnapper/killer, it does so without creating any emotional connection or investment for the player. I could go to Concord and then to Diamond City and search for my son, or I could just wander off in any random direction fighting raiders and painstakingly building my own little settlement out in the middle of nowhere using salvaged car tires and scrapped raider armor. Fallout 4 doesn't waste any time taking a nose-dive into the open world limbo.
Fallout 3 simulated an entire childhood in the
vault, with friends, family, and even bullies.
Compare this against Fallout 3's prologue. It spent a considerably longer time developing your character and immersing you in the vault. Your dad (voiced by Liam Neeson) plays with you as a baby to teach movement and camera controls, he teaches you how to shoot, and throws a surprise birthday party for you. You interact with a childhood friend, other vault dwellers, and even a bully in order to tutorialize persuasion and speech checks and learn how to solve conflicts without violence. You even go to school and take a test to determine your default skills. In the short amount of time in the vault, you've lived a montage of an entire life.
With only a little bit of buy-in from the player, Fallout 3's Vault 101 becomes a living, breathing place populated with people who you can relate to and care about. You, as a player, have an investment in it and the characters that inhabit it. So when shit happens and you have to leave the vault, it's a monumental moment, and the events of your life, and the decisions that you've made, will shape your character's development over the rest of the game.
Even Skyrim gave the player interesting role-play decisions in its tutorial by required your character to make an immediate decision to follow the imperials or the Stormcloaks (though the scenario makes that decision a pretty one-sided one). And your initial choices of weapons and battle tactics would level up those specific skills; thus, starting the character down a path towards specializing in those skills as the game progressed (though you were completely free to change all that if you want).
And Fallout 4 has a perfect opportunity to take that father / son dynamic from Fallout 3, and invert it! The game could have opened with the birth of the baby. Since Bethesda had to record dialogue for multiple names for the player character, they could just as easily have done the same with the child's name. The doctor could hand you a paper with "This Year's Popular Baby Names", and you could chose one of those names that were explicitly recorded in dialogue. You could even be given the option to type your own name and replace the child's name with "my son" in dialogue. You could fill out the child's name and your own character's name on the birth certificate. Naming the baby would create a sense of ownership and connection to the child that might help encourage the player to pursue the main quest.
Fallout 4's vault serves only as a combat tutorial with no depth, emotional resonance, or meaningful decisions.
But it doesn't have to stop there... [More]
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Tags:Fallout, Fallout 4, Bethesda, RPG, Boston, commonwealth, minuteman, minutemen, wasteland, post-apocalypse, nuclear weapon, nuclear war, NPC, Dogmeat, power armor, crafting, ludonarrative dissonance, open world, sandbox, raider, synth, android, slavery, underground railroad, freedom, rights, morality, ethics, family
So where do I start ...?
... With the Mary Sue-ish protagonist?
... Or the McGuffin plot device?
... Or the uncomfortably rushed pacing?
... Or that the uncomfortably-rushed plot was a complete rehash of the first movie's plot, starting with hiding a secret document inside a droid and culminating in a trench run to blow up yet another Death Star?
... Or how about the other fan-service?
... Or the shallow character arcs?
... Or the completely throw-away characters like Phasma?
... How about the weak, forgettable original score?
... Or even how the lack of the 20th Century Fox fanfare made the title crawl feel weird?
Yeah, I came out of the movie with a very sunken, disappointed feeling. Heck, at first, I wasn't even sure if what I had just seen was even better than the prequels. But I'll give The Force Awakens some credit and say that it is better than the prequels. Despite Rey coming off as a Mary Sue, and despite that all the other characters have arcs that are completed within the first ten minutes of the movie (if an arc exists at all), the characters and performances are much better than what we got in the prequels. I thought that the friendliness and camaraderie between the heroes felt a bit forced, but that was partly the result of the rapid pacing of the movie. The Millenium Falcon seems to warp back and forth across the galaxy three times over the course of the movie, and hyperspace seems to allow virtually instantaneous transit now (another problem that Abrams carried over from Star Trek). Is travel instantaneous, or did these characters spend days or weeks bunking on the Falcon?
Rey feels like a Mary Sue character who fulfills a multi-film development arc in the span of a few minutes.
Rey is a Mary Sue character whose entire development occurs in the couple minutes that she's strapped into an interrogation chair; although I loved the witty subversion of the "damsel in distress" trope in the beginning of the film: "Stop holding my hand, I know how to run!". LoL. Fin's arc is basically complete within the first ten minutes of the movie. Kylo Ren has a shallow arc that is left unresolved so that it can be further explored in the subsequent films (I'm assuming he's probably going to have a redemption arc similar to Vader's in Return of the Jedi). Han and Leia don't have arcs, as they just have backstory. All their character development happened off-screen in the thirty intervening years. And I'm OK with that. I didn't expect Han and Leia's relationship to work out anyway. They had nothing in common except the fight against the empire. Once that was over, Leia was likely to go back to being a diplomat or politician, and Han would have to turn his back on the life of crime and mercenary work that he's good at in order to find a respectable job and avoid being a source of scandal and controversy. That wasn't going to happen!
So all the backstory made sense to me, and was all pretty much what I expected. That is, until the political situation came up... So there's another republic now (makes sense), and that republic is the dominant governing power in the galaxy, right? And then there's this small, Cult of Darth Vader that calls itself the First Order. The First Order isn't the empire (or even the remnants of the empire), but they use the empire's stormtrooper armor, TIE Fighters, and Star Destroyers out of reverence for Vader. And they hold no actual power or influence, right? They don't even recruit soldiers from the general galactic population. They either kidnap children, or grow them in test tubes to be raised to fight as stormtroopers (and maybe even as officers, as suggested by the youthful General Hux). The only sympathy or cooperation that they receive is from fear and intimidation, which for some reason, the republic is either unwilling or incapable of doing anything about?
And then there's this resistance that Leia is supposedly in charge of, and that everyone in the galaxy seems to know about. What are they resisting? They're not resisting the republic. They seem to be resisting the First Order, and that they are sanctioned by the republic but not an official part of the republic. Well why not? Why are they still a small, ragtag group of former rebels that are apparently hiding away in secret bases? Why isn't the "resistance" just the republic's army or some sort of special operations unit? I'm sure that this sort of stuff will be explained (and hopefully make more sense) in the follow-up movies (or maybe it's already been explained in official books or whatever), but that doesn't change the fact that it made no sense in this movie. It's just another example of J.J. Abrams seeming to have no comprehension of the size and scale of the universes that he's working in.
The political situation is very poorly explained. Who are the "Resistance",
what are they resisting, and why aren't they part of the new republic's official military?
The overall plot works well enough for the first two-thirds of the movie. [More]
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Tags:Star Wars, Star Wars: the Force Awakens, episode vii, Disney, Lucasfilm, Rey, Finn, FN-2187, Han Solo, Chewbacca, Leia Organa, Luke Skywalker, Kylo Ren, Snoke, First Order, republic, resistance, rebels, Starkiller Base, Death Star, droid, BB-8, lightsaber, McGuffin, spoilers, Lawrence Kasdan, reboot, soft reboot, J.J. Abrams
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