Sid Meier's Civilization

In my last post, I ranted a little bit about some of the major frustrations that I have with the way that Civilization games have historically dealt with difficulty levels. In summary, I identified three problems that I feel make it less enjoyable to play the game on higher difficulties, even if the lower difficulties still feel too easy. The three problems are:

In this post, I'd like to provide some more constructive criticism by discussing some of the thoughts and ideas that I've had for possibly resolving these three problems. These ideas include providing a wider range of options for customizing the difficulty level and game experience to suit the individual player's tastes and style, and to provide a wider (and more open-ended) set of game-long challenges.

Alternative solutions to game difficulty

So what could the developers do about these problems?

Well, the problem of game pacing could possibly be solved by inverting the handicap such that instead of speeding up the A.I.s' progress through the game, the player is slowed down. This could be accomplished by slowing down the human player's tech and civic progress, and by negatively handicapping some of the human player's yields. This would allow the A.I.s to progress at a more historically-appropriate rate, and overall game length would remain similar across all difficulties.

Civilization VI - Ship Building to Cartography
Padding out sparse areas of the tech and civics trees could mitigate the ability to beeline to later eras.

Rapid era progression could also be somewhat mitigated by padding out the tech and civics trees a little bit more. Beelining to the Renaissance via the "Cartography" technology is common for civs like England and Norway. There's a few ways to limit this. One simple way would be to simply make "Cartography" require either "Education" or "Military Tactics". Another way would be to have a technology between "Ship Building" and "Cartography" -- such as an "Optics" technology that unlocks an upgrade to the Scout, or a "Lateen Sail" technology that unlocks a medieval naval unit like the Cog, Hulk, Junk, or Galleass (or move the Caravel up to "Lateen Sails" but don't give it ocean-crossing abilities until "Cartography").

Customization, options, and difficulty settings

As for resolving the other issues presented by high difficulty levels, my preference would be for the developers to add more customization and tuning options for players so that we can tailor the gameplay experience and challenges more to our liking.

Civilization VI - advanced settings
Civ VI has limited customization options.

Having independent sliders or settings for things like Player Handicaps, A.I. Handicaps, AI Temperament, Barbarian Spawn Rate, Barbarian Aggressiveness, Barbarian Tech Level, City State Aggressiveness, and so on would all go a long way towards allowing the player to customize the game's challenge according to their own strengths and weaknesses. Handicap settings for players and A.I. can even be further divided into different sub-categories along the lines of: Tech Handicap, Culture Handicap, Production Handicap, Gold Handicap, Growth Handicap, Happiness / Amenity Handicap, etc.. So if you find that you are consistently out-teching your A.I. opponents, but you feel you have parity with the A.I. in other areas of the game, then you could specifically buff the A.I.'s tech handicap, weaken yours, or both.

This would certainly make some of the game's code more complicated, but I don't think that it would be prohibitively difficult. The difficulty settings already make adjustments to these very same parameters, and I believe the game's own .ini files allow modders to customize many (if not all) of these attributes. I don't see any reason why such settings can't just be in the game's settings menu, and the difficulty settings (deity, emperor, king, settler, etc.) could just use some pre-configured arrangements of those values.

Other genres use similar paradigms for their difficulty settings. Sports games are a prime example...

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Game of Thrones - Telltale Game series

It was a couple years before I hopped onto the Game of Thrones bandwagon. My girlfriend insisted that I watch it, so I went through the entire backlog of seasons one through four over the fall and winter. So when I saw that there was a game available on Steam, I bought it for her. Unfortunately, she doesn't have the patience for this game's style of narrative gameplay, and she got bored with it and gave up within an hour. I had hoped that the excitement of new Game of Thrones content would offset the lack of interaction, but I was wrong. So I figured I'd play it in order to get my money's worth, since I'm more tolerant of "interactive movie" games, and I liked Telltale's previous Back to the Future game just fine.

Only the first two episodes (Iron From Ice and The Lost Lords) are currently available, and the remaining four episodes are expected to be released every couple months through the rest of the year.

Telltale is always absolutely dedicated to making their games look and sound like the source material,
right down to the show's stylish (and surprisingly informative) intro sequence for each episode.

As an "interactive movie", Telltale's Game of Thrones title is definitely worthwhile, as it's basically like watching episodes of the series. It adds to the narrative of the TV show by telling the tale of the Forrester house, who (following the events of the show's infamous "Red Wedding") find themselves suddenly under the dominion of the hated rival family, the Boltons. The game requires you to play as a small handful of family members (spread out between Forrester's own Ironrath keep, King's Landing, and the Black Fort) as they seek political alliances in order to protect the Forrester house from the Boltons' tyranny.

Or at least, that's the set-up. In true Game of Thrones nature, it doesn't take long for shit to hit the fan, and for all your expectations to fall apart.

The game has very little "action", as most of the focus is on conversation and plotting between characters. So if you're expecting a hack-n-slash game in the style of Skyrim, then you'll have to look elsewhere. Maybe that hack-n-slash game from Focus Interactive is what I should have bought for my girlfriend. Or maybe not...

Even the more intense action segments of the game (such as battles or brawls) require very little interaction or decision-making from the player. Most of the time, it's just an elaborate quick-time event, requiring you to complete the scene by just following on-screen prompts.

Once you get comfortable with the commands, action sequences require virtually no thought or skill from the player.

The action sequences were quite challenging at first, because they required the use of mouse commands and the arrow keys and other keyboard commands. And I only have two hands. Alternating between the mouse and arrow keys on the keyboard was a challenge, until I realized that the W,A,S, and D keys can be substituted for the arrow keys. Then the action sequences became trivially easy.

These sequences were extremely disappointing because of the lack of active participation from the player. The open exploration and puzzle-solving from Back to the Future is almost completely gone ...

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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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