Civilization: Beyond Earth

I started writing this post months ago (back in 2015, I think) - long before I had any inkling of the impending release of Civilization VI. This post may be entirely moot now that Civ VI has been announced, and it seems unlikely to me that Beyond Earth will see further expansions. However, I still want to present these ideas, so I've re-written this post to be less speculative and more retrospective. Even if these ideas aren't fated to be implemented for Beyond Earth, it's still an opportunity to look at a way in which the game could have differentiated itself from Civ V, and they could serve as a template for future Civ titles (maybe even Beyond Earth 2) or for modders. Maybe I'll even mod it in myself if I get time and motivation.

Civilization: Beyond Earth really struggled to separate itself from Civ V. The expansion, Rising Tide takes steps to address this with some of its new gameplay mechanics and revised diplomatic engine. Sadly, these efforts don't really address one of the underlying, fundamental, disconnects that the game has with me:

"One of the things that bothered me about Beyond Earth was the way that the victory conditions create an unnecessary competition between the different civs. Aren't we all just colonists from the same earth who are supposed to be trying not to repeat the mistakes of the past? Aren't we trying to preserve the human race? Without the various civs starting the game with any sort of pre-established ideology or agendas, there's no reason for them to be competing with one another. Without a genuine shared victory, there's also no systems in place to share your colonial success with your fellow colonies. The net effect is that once you've defeated the challenge of taming the planet and [one way or another] eliminating the aliens as a threat to your expansion, then the rest of the game is a competition between civs to be the first to reach any of the [mechanically satisfying and varied, yet intellectually vapid] victory conditions."
   - from my Rising Tide review
Civilization Beyond Earth: Rising Tide - attacking cities
Heck, why are we competing to begin with?

Despite being mechanically different from Civ V's victory conditions, Beyond Earth still fell into the trap of being fundamentally, unnecessarily tribalistic and competitive. I don't know if this is supposed to be some kind of sad, fatalist message that Firaxis is writing into Beyond Earth: that we are doomed to repeat the mistakes of the past. This isn't Fallout. I hope that Firaxis' designers aren't that cynical, and that it was an unintentional emergent consequence of design.

This may seem like a small, trivial, superficial issue, but it's not. Regular Civilization is easy to buy into because it's based [loosely] on established history and uses real-world characters and states that most people are already familiar with. Buying into the theme of Beyond Earth is just so much harder because there's so much of the game that just doesn't make sense, or which doesn't really follow from the opening cinematic or the game's flavor text. This is why Alpha Centauri went to such great pains to personlize the leaders, and to turn them into charicatures of established real-world ideologies and standard sci-fi tropes. These are factions with established goals and agendas that we can understand, and we can buy into their conflicts. Beyond Earth doesn't have that, and so not only do its leaders fall flat as characters unto their own, but the entire basis upon which the game's core conflicts and victory conditions are based start to fall apart as well.

In any case, I think that one of the best ways that Beyond Earth could have truly separated itself from Civ V (mechanically and thematically) would have been to change the competitive nature of the victories and introduce truly cooperative victories, or maybe even a "players versus map" victory type. And I want to emphasize from the start that I haven't put nearly as much time into Beyond Earth as I have into Civ V. I'm by no means an "expert" in the game. So feel free to take the following suggestions with a grain of salt. I admit that these ideas simply might not work, but I still think that it's worthwhile to explore the possibility space that this game could have offered...

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Star Trek: Enterprise

Star Trek: Enterprise is a very divisive topic among Trekkers / Trekkies. Personally, I'm not a big fan. It was a perfectly adequate space adventure TV show, but just never quite worked as hard science fiction for me, let alone as "Star Trek". There were certainly some stand-out good episodes. The haunted space station of "Dead Stop" and the mirror universe antics of "In a Mirror, Darkly" being among my favorites. The annoying thing is that the show made several mistakes at very fundamental levels before it even got off the ground. I could have lived with the show being a prequel, but the efforts to make the show seem both futuristic to the viewing audience, but also less advanced than the (then 40-year-old) original series put the show in an awkward juxtaposition with established series continuity. The hackneyed time travel meta-plot certainly didn't help.

"Juxtaposed" is an excellent way of describing Enterprise as a whole. It's a show that simultaneously seemed ashamed of its "Star Trek" name (remember, it premiered with the title "Enterprise", and "Star Trek" was only stapled back on in later seasons), while also indulging in needless - and sometimes cringe-worthy - fan service (such as the appearance of the Borg, Ferengi, and the entire episode "In A Mirror, Darkly"). It wanted to distance itself from established Trek tropes, but also brought back many of the same technologies, concepts, and character archetypes (simply renaming many of them). It set itself at the cusp of development of advanced science fiction technologies, but completely waffled when it came to telling hard science fiction stories about those technologies. It wanted to be simultaneously a prequel and a sequel via its contrived time travel premise. It was this lack of confidence and true vision that really killed this show.

The science of future technology

The show made the mistake of trying to present a Star Trek setting that was less technologically advanced, but still went ahead and gave the crew access to stand-ins for all the established trek technologies. They tried to make the Enterprise itself feel more like a contemporary submarine with its confined spaces, but it never really felt different. There was "hull polarization" instead of shields, and "phase cannons" instead of phasers. Different names, but same basic concepts that were used in exactly the same manner. The crew didn't start the show using more contemporary-seeming projectile weapons - not even a futuristic projectile weapon like a rail gun - before transitioning to purely energy-based weapons. The Enterprise didn't have to be equipped with any kind of futuristic chaffe in order to misdirect hostile targeting scanners, nor did it use point-defense to destroy incoming missiles.

"Phase pistols" and "polarized hull" were just lazy stand-ins for phasers and shields.

The only pieces of tech that the show really held off on (and were relevant to narrative) were the universal translator and transporters. The translator was rarely an issue since Hoshi was practically a Babel Fish. The transporter was there, but it was not trusted to reliably transport living things - even though it had been verified as safe by the beginning of the first episode and was successfully used in that episode. So for most of the show's run, the crew used shuttle craft for away missions, but the transporter was always there just waiting to act as a deus ex machina to get the crew out of a sticky situation (which, of course, happened on multiple occasions - including the premiere).

The fact that these technologies were already in place made the show feel too similar to other Trek series, even though it desperately wanted to feel distinct. But it also prevented the writers from exploring some of the more interesting issues inherent to the development of these technologies...

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Star Trek First Contact poster

A few weeks ago, I had the pleasure of participating in a podcast called Geek Fights, and the topic was "Worst episode of Star Trek". During that debate, I railed pretty heavily against a particular episode of Star Trek Voyager called "Dark Frontier", and alleged that that episode (and Voyager in general) ruined the Borg - one of Star Trek's most compelling villains. Although, I don't think I was as hard on "Dark Frontier" as Allen was on Republicans...

But, due to time constraints, I tried to restrain myself, and I mentioned that I would go into more detail on my blog.


Well, Geek Fights fans, the podcast was recently released, and so here is that blog!

First of all, the podcast itself is included in the embedded player below, or you can listen to it from its original source at Geek Fights.

The story arc from "Dark Frontier" is a representation of the 2 things that I most hate about the last few seasons of Voyager. The first being that they were too heavily focused on Seven of Nine and the Doctor. Yeah, she looked great in that skin-tight unitard. Yeah, sure, she and the Doctor are probably the best and most interesting characters in the entire series. And I will defend Jeri Ryan's acting performance to the last -- she totally nailed the part! And yeah the Doctor is Voyager's equivalent of TNG's Data (arguably that show's most popular character). And Robert Picardo probably provides the second-best acting performance on the series. But there are like 7 other major characters on the show, make an episode about one of them for a change...

The other problem I had with Voyager was the Borg. The Borg were probably the best, most perfect villain for Roddenberry's Star Trek because Star Trek was supposed to be a "human voyage". The Borg were antithetical to everything that the show was about: the human spirit, the spirit of discovery, self-betterment, compassion, friendship, loyalty, and so on.

Star Trek The Next Generation - Best of Both Worlds part II

The Borg had none of that. They were mindless, infallible automatons with a collective will, who single-mindedly sought out technology and mercilessly destroyed anything and anyone that got in their way. They were a representation of technology gone amok.

They had NO humanity.

But that's not even the worst of it!

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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