Complaint - Lack of Game Variation = Boredom
from
Stardock Forums
I think GalCiv is a real gem, and I'm VERY glad I bought it. It has the best AI I've ever had the pleasure of facing. But...
Like others have mentioned, I'm starting to get burned out of the game after 4 weeks. I've always had trouble finishing my games before I lose interest (I've only submitted 3 to the metaverse), and I've found it impossible to play anything larger than a medium sized galaxy. While this has something to do with my UI complaints (moving ships, building/maintaining starbases efficiently, and tweaking sliders), most of it is due to the lack of variation in the game material.
(Now, I'm not saying the game isn't deep. Chess is deep, but the rules of Chess never change.)
Here are the four fundamental truths about GalCiv.
1. Almost all techs are the same.
2. Almost all improvements are the same.
3. Almost all ships are the same.
4. Almost all events are the same.
(#4 is beyond the scope of this discussion. Thus, I'll leave it alone for now.)
Games like MoO 2 or Civ 3 had an overabundance of techs and specials that did something to change the fundamental game mechanics. If you researched Jump Gates in MoO 2, you could instantly warp ships between colonies. Food replicators let you convert production into food. You could mine your solar system to damage incoming enemies. You could isolate your empire from spies (and get a nifty Sun Tsu quote to boot). You could build planets!!! Getting techs in these games gave you more options. Teching up was FUN.
In GalCiv, teching up is tedious. I've gotten to a point where I just research the cheapest tech, because it doesn't seem to matter *what* I pick. Everything looks the same after many sessions of play.
Some techs add a flat, boring stat bonus. Others allow you to construct buildings that ONLY provide boring stat bonuses. You may get the option to build wonders, achievements, or trade goods that ONLY provide boring stat bonuses. (No Hunter-Seeker Algorithm) Starbase modules may seem better than boring stat bonuses, but in the end, that's all they are. 10% Mil & Social production. +2 Attack Assist. 25% Influence. Let's face it...Most techs are all about boring stat bonuses.
Then you have the techs that let you build ships. Aside from the very few special-purpose ships, all ships are generally alike. They only differ in their stats, and the differences aren't enough to make them unique or to have any special role in a well-rounded fleet. GalCiv's rule of thumb is "The bigger, the better".
The only interesting techs are the ones that let you do something unique. The Universal Translator, Trade, Diplomacy (possibly), Instant Communication (possibly), Alliances, Stellar Cartography, Terror Star Construction, and (possibly) Cloaking are the only techs I can think of that do something besides offering a boring stat bonus.
What needs to be done to correct this?
A. Add more unique techs that do something other than facilitating a stat bonus.
B. Create new buildings that do something than adding stat bonuses.
C. Make wonders more wonderful - have them do something other than adding stat bonuses.
D. Keep adding ships into the game that have unique strategies associated with them (like the Missile).
Am I off base here? Or am I just rambling?
- Nobody
Like others have mentioned, I'm starting to get burned out of the game after 4 weeks. I've always had trouble finishing my games before I lose interest (I've only submitted 3 to the metaverse), and I've found it impossible to play anything larger than a medium sized galaxy. While this has something to do with my UI complaints (moving ships, building/maintaining starbases efficiently, and tweaking sliders), most of it is due to the lack of variation in the game material.
(Now, I'm not saying the game isn't deep. Chess is deep, but the rules of Chess never change.)
Here are the four fundamental truths about GalCiv.
1. Almost all techs are the same.
2. Almost all improvements are the same.
3. Almost all ships are the same.
4. Almost all events are the same.
(#4 is beyond the scope of this discussion. Thus, I'll leave it alone for now.)
Games like MoO 2 or Civ 3 had an overabundance of techs and specials that did something to change the fundamental game mechanics. If you researched Jump Gates in MoO 2, you could instantly warp ships between colonies. Food replicators let you convert production into food. You could mine your solar system to damage incoming enemies. You could isolate your empire from spies (and get a nifty Sun Tsu quote to boot). You could build planets!!! Getting techs in these games gave you more options. Teching up was FUN.
In GalCiv, teching up is tedious. I've gotten to a point where I just research the cheapest tech, because it doesn't seem to matter *what* I pick. Everything looks the same after many sessions of play.
Some techs add a flat, boring stat bonus. Others allow you to construct buildings that ONLY provide boring stat bonuses. You may get the option to build wonders, achievements, or trade goods that ONLY provide boring stat bonuses. (No Hunter-Seeker Algorithm) Starbase modules may seem better than boring stat bonuses, but in the end, that's all they are. 10% Mil & Social production. +2 Attack Assist. 25% Influence. Let's face it...Most techs are all about boring stat bonuses.
Then you have the techs that let you build ships. Aside from the very few special-purpose ships, all ships are generally alike. They only differ in their stats, and the differences aren't enough to make them unique or to have any special role in a well-rounded fleet. GalCiv's rule of thumb is "The bigger, the better".
The only interesting techs are the ones that let you do something unique. The Universal Translator, Trade, Diplomacy (possibly), Instant Communication (possibly), Alliances, Stellar Cartography, Terror Star Construction, and (possibly) Cloaking are the only techs I can think of that do something besides offering a boring stat bonus.
What needs to be done to correct this?
A. Add more unique techs that do something other than facilitating a stat bonus.
B. Create new buildings that do something than adding stat bonuses.
C. Make wonders more wonderful - have them do something other than adding stat bonuses.
D. Keep adding ships into the game that have unique strategies associated with them (like the Missile).
Am I off base here? Or am I just rambling?
- Nobody