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Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

EVE ruminations

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It's been a while since I've posted about EVE Online... or, let's be honest, rambled about it. I felt like posting a new ramble because, well... mostly because I like the sound of my own voice. But also because CCP has been through a lot of ups and downs and their future, and the future of EVE, was looking pretty shaky for a while. Recently, though, it feels as if they have finally found the right track again.

I've always found CCP and EVE to be a fascinating example of game development done... maybe not "right", but at least "well". Since I've been getting hyped about Star Citizen recently, and since it is still so very far away, I thought it might be nice to remind people that there is an excellent sci-fi/spaceship MMO out there that you can play right now :) Not only is it out there, but that it seems (once again) to be getting better every day.

(random self-serving note... if anyone reads this post and is inspired to try EVE, please be a pal and use my referral link)

I want this post to focus on where EVE seems to be going and why I'm excited about it. But it's hard to do that without taking a glance at where EVE has been.

Whereupon I offer a biased and unabashedly opinion-laced view of EVE's history...

CCP -- the creators of EVE -- are an interesting example in game development and the videogame business. They are an Icelandic company with a true "garage startup" genesis story that rose to success based almost solely on the singular strength of their idea; to make a sci-fi spaceship MMO with lasting consequences and an intrinsic PvP focus where everyone is playing in the same (and only) universe/shard. That game -- EVE Online -- launched in 2003 and has been growing ever since.

Starting in about 2011 it became undeniably apparent that the growth and success of EVE may have had as much to do with luck and the power of its niche idea than with any particular genius over at CCP. Floundering and confused choices made by CCP with regard to EVE, combined with spectacular failures in other projects, suggested that many of things CCP did right over the years might, in fact, have been accidental rather than intentional.

Powerful as the niche idea was, in 2011 EVE was already 8 years old. An idea can only take you so far. There was growing concern at this point that CCP might no longer be able to replicate the successful choices that had brought the game as far as it had come, leaving the future health of EVE in doubt. Some of these great chioces, in no particular order: self-published, a downloadable game client, no "box fee", a warm embrace of 3rd party applications and openly available game data, the introduction of PLEX (a free-to-play option that dampens gold farming while avoiding pay-to-win), complete graphic engine overhauls, the CSM, hiring an actual economist to help deal with the player-driven market... the list of intriguing business decisions alone goes on. Sure, some of this stuff seems common-place now, but at the time these things were introduced to EVE they were rarely industry-standard and often bordered on revolutionary. But quietly so.

I'm not going to discuss the things that happened leading into 2011 that made it apparent to players that CCP might not actually know what they were doing. If you are not familiar with EVE you don't care, and if you are familiar with EVE then you already know about this stuff. I will, however, mention in passing that at least one event led to CCP being the only game developer I know with an Internal Affairs division.

What it all led to was a fairly simple conclusion; CCP believed they knew better than the players what EVE was and should be, and always seemed a little bit surprised when there was any kind of player backlash. The issue, however, is that many EVE players seemed to think this was a NEW problem at CCP. They looked back at previous successful choices as compared to some of the more recent disasters and concluded that something at CCP had changed. But it hadn't.

The reality is that most of the previous successful choices made by CCP were made under the same belief that they knew better than the players. They just got lucky with those choices for a variety of reasons, so things turned out OK. There is one classic example that highlights this: wormholes.

In 2009, EVE got one of the most significant and expansive universe updates it's ever seen, leading to a whole new dedicated style of small-group gameplay that revitalized the ability for the "little guys" to make a place for themselves in EVE. It was widely applauded and led to a whole new style of emergent gameplay enjoyed by many, injecting life into the game. But pretty much everything people love most about wormholes? It was a mistake.

Wormholes were essentially intended to be dangerous PvE content for groups. They were effectively a first attempt at what was later re-introduced in the form of incursions in 2011. Nobody was supposed to setup permanent residency and actually LIVE in wormhole space. The fact that you could anchor a starbase in one and create a home for a small band of misfits was entirely accidental and a mere oversight on the part of the devs; they simply forgot to turn off the flag allowing for anchorable structures. And yet claiming wormhole space was exactly what players did, in droves. It offered a welcome outlet to groups interested in PvP and self-reliance but who were simply not large enough or didn't care enough to challenge the sovereignty and political machinations of null-sec.

That is just one instance, but really you can look at the majority of their choices and find similar themes. Titans, capital ships in general, jump drives, "gun mining", moon goo, original faction warfare... the list of poorly implemented game mechanics that were badly abused by players in unintentional ways goes WAY back. That's not even including the poor business choices. Just because most of these things turned out OK prior to 2011 didn't change the basic fact that CCP always assumed they knew better than players and always reacted to player backlash with surprise and a bit of resentment.

Oh sure, they would sometimes get around to fixing things that the players had proven beyond a shadow of doubt were completely broken or imbalanced, but it was always with a tinge of resentment from the developers, and typically MONTHS too late to prevent the exploitation of these broken features from severely impacting all aspects of the game. Further, by the time CCP would wake up to and think about addressing some of these mistakes, often so much time had gone by that the players now saw the broken mechanic as part of the status quo and resisted any attempt to improve or tweak things for the better. This was not helped by the fact that CCP seemed unusually reticient to ever admit that the first pass had BEEN a mistake. By 2011 however, CCP had made a series of bad choices, none of which could be viably salvaged in any reasonable way. In short, their luck had run out.

UphEVEal (yes I know that's not how you spell it)

The realization that they had been lucky and not genius must have come as quite a shock to CCP. Sure, they had always given lip-service to the idea that they embraced player feedback, but reality proved different. They ignored all of the most requested player features, left broken mechanics in place for far too long, introduced new bizarre mechanics from way out of left field, and generally operated in a way that showed their true colors: "CCP knows best". Only by 2011 it was finally obvious to them that if they stayed that course, EVE was going to die (for real this time!)

Watching CCP struggle for the last three years to internalize and act upon this realization has been interesting, to say the least. Again I won't bore with details here; either you follow EVE and have already witnessed the earthquake that is shaking up CCP culture, or you don't care. I'm just going to talk about the result, since the result makes me excited for the future of EVE; enough so that I actually bothered to write this blog post :)

It seems ridiculously simple, but everything that was wrong with CCP and all the hope for their future can be summed up with one simple change; their new patch cycle. Until recently, CCP operated on a 6-month patch cycle, attempting to create two "major content" releases each year. These were accompanied by grand ideas, hype, trailer videos, and all the fanfare they could muster. They have recently changed their patch cycle to a 5-week one, aiming to release 10 updates a year.

It might seem like oversimplification to boil it down to this, but all I can say is that the release cycle has an incredibly insidious and far reaching effect on every aspect of development in a company. For a developer, every feature, every interaction with players, every interaction with your managers; all of it is driven in large part by how it works into the release cycle. Likewise management is evaluating every effort and tradeoff against the release cycle as well. In EVE, the 6-month cycle lead to an 11-year problem; no little features, no big features, no iteration... just "medium" features that sounded cool in trailers.

If a feature was too big to fit into a 6-month cycle, it wasn't even attempted. This led to some of the most serious long-term issues with EVE mechanics to date; null-sec sovereignty problems, poor starbase controls, a general feeling of "static-ness", and ignoring many of the most requested player features going back a decade, such as customizable ship appearances. These are things that the developers have been saying they would like to fix for YEARS, yet somehow they never managed to sort out how to start working on those things within their 6-month cycle.

Likewise, if a feature was too small to help hype up the next 6-month release, it seems to have been thought of as "wasted effort" and was never approved for work. Ditto for iterations and tweaks on recently released features from the previous content update. This led to a horrific absence in quality-of-life improvements to essential aspects of the game, such as the user interface. As for player feedback and "mistakes"; if, as a developer, you have to convince your boss to release a patch off-cycle, you are of course going to be resentful to any player that presumes to point out something broken. You might agree it's broken, but you simply don't want to face the hell of trying to get it fixed to production. So you are probably going to argue (or be dealing with your manager arguing) that it isn't "broken enough" to warrant a patch. Which leads to a broken mechanic becoming status quo, because everyone knows it won't be touched until AT LEAST the next 6-month update. And by that point it's easier just not to touch it at all. If you are an EVE player, this should sound very, very familiar.

CCP's new focus on a more frequent, less-hyped release cycle is the closest thing you will ever see to a silver bullet in development and business choices. Of course in isolation it's not enough, but taken as a whole it's proof-positive that CCP has actually had an internal revolution that it can no longer just be "lip-service" to listen to the players. They actually intend to DO it. I'm certain that the further down the ranks of CCP employees you go, the more you find people who have always wanted to do so while also feeling the futile pain of acturally trying to do so. The new release cycle gives these day-to-day developers the tool they need to finally turn the lip-service into reality. And so far, it seems to be working.

In the last year I've seen more quality-of-life UI improvements than at any point the game's history (FYI: I've been playing since 2004). And I don't mean the "let's overhaul everything UI in Trinity and then leave half of it broken for years" type of update. I mean actual, useful, small improvements that benefit everyone. Things that are finally making it into releases because there is no longer a need to tie every release to a marketing push. More importantly, these improvements have been iterated!

The tooltip update not quite what you wanted? No problem, we'll listen to all that player feedback and actually TWEAK IT with improvements 5 weeks later! I can only imagine how empowering it must feel as a developer at CCP today, being able to finally ACT on the things people are complaining about instead of simply being helpless to respond.

But it's not just little things... for the first time in, well, ever, CCP is finally making tangible progress on some of the largest features that, until now, they had only ever talked about. Customizable ship appearances, starbase overhauls, and changes to nullsec sovereignty. All three of these things had previously been projects so large that they were never attempted.

The funny thing is that at least one of these major changes has EVE players freaking out, because they perceive it as a reversion to the old "CCP knows best" mentality that has burned them so badly over the years. This is the power projection changes being introduced in the next patch cycle (Phoebe) to start working on the null-sec sovereignty issues. Superficially, these changes feel very much like the CCP of old; a set of changes that nobody quite wants or understands, fraught with unpredictable consequences which CCP has not fully thought out, all while players point out significant potential flaws on the forums that devs only seem to tentatively take to heart.

But the likeness is, thankfully, only superficial. What these players are not realizing is two important facets; one, that the devs, after literally years of doing nothing -- paralyzed by the requirement to get a nullsec overhaul done right, the first time, in no more than 6 months -- have finally actually made the first tangible progress in trying to change an aspect of the game that is widely regarded as needing improvement. It honestly doesn't matter if they get it right out of the gate. The fact that they feel the freedom to attempt anything at all is a huge improvement over the previous state of affairs.

Secondly, and more importantly, is the fact that CCP has proven over the last year that they are no longer in the "release and ignore" mentality of previous updates. They have repeatedly iterated on new features rapidly under the new patch cycle, and the 5-week timeframe allows them to do so before those changes become an entrenched part of the status quo. It's far easier as a developer to admit that something was not quite right (or even, gasp, a mistake) when you get to fix it almost immediately than it is when your ego is on the line for the next six months.

What this means for Phoebe is simple; I have no doubt the initial release is going to be not quite perfect. I don't expect CCP to get this one any better than any of the other massive, unpredictable changes they've tried to bring to EVE in the past. What I do believe, however, is that they will finally be able to adapt on the fly. When Phoebe goes live they'll be able to watch the impact and iterate quickly to tweak quickly as needed. That isn't something to freak out over, it's something to be excited about.

Civilization 5 - One City Cultural Victory

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Game Options

I've been playing Civilization 5 recently, and enjoying every minute of it. All of the core gameplay I know and love is in there, and the new hex system and non-stacking combat units make for much more interesting strategic decisions about combat and city placement (in particular, chokepoints in the terrain, such as mountain ranges and lakes, are much more important as natural borders). After having played several games where I aimed for good 'ole military domination, I decided to branch out and try for the other victory conditions (the associated achievements had nothing to do with the decision, I swear!). The streamlined gameplay makes multiple game runs a much more viable option now, since even late-game empire management does not devolve into the arduous stack management and city micro of previous iterations.

Once my Great and Bountiful British Empire of North America reached the stars before any other civilization, it was time to start up yet another game to try for a cultural victory. And with the one city achievement sitting there taunting me, I decided, why not, I'll go all-in and see if I can pull off the one city cultural victory.

I knew that defense was going to be the most pressing issue while attempting this goal, so I hedged my bets just a bit by picking an archipelago map type. I knew from previous games that a few well-trained naval units could hold-off mass invading armies. Everything else was left standard: standard map size, standard game pace, all civs (including mine) left to random chance, and a difficulty of prince (normal).

The Founding

I spawned as Suleiman of the Ottomans, a choice that was fairly neutral to my goals. The leader bonuses were not particularly helpful for a cultural win, but the barbarian navy could prove helpful for my defensive strategy. My starting placement, however, was fantastically fortuitous for my goal. Though I didn't fully appreciate just how good it was at the time, there were promising indicators early on. With my settler spawning one hex to the north-east of my final city location, and my warrior one hex north-east of that, I could already see snow, tundra, a hill to the west, and furs. The snow and tundra told me that I was near the edge of the map, which would be a great help to remaining unnoticed for as long as possible. The furs meant I would have at least one early luxury for happiness and trading, as well as the gold income I knew would be key. And the hill gave hope that I would not suffer too badly for production.

Starting Position

In a one city game, city placement is crucial, and I was worried that I would have to spend several turns scouting the area to find an ideal spot. Upon moving my warrior to the SE, however, the situation only improved. Another hill, this one with gold, meant even better production and another luxury. In addition, this uncovered ruins across the bay, which meant I could count on at least one early boost. The tundra hex to the SW of my settler looked like a promising spot -- equidistant between the hills I could then see -- and moving my settler there just sealed the deal. Grasslands for farming, coastal waters for gold, food, and the eventual navy I would need, and good access to a decent selection of resources and luxuries. I was able to found my city on the very first turn; the great city of Istanbul. This was a relief, as it meant I could avoid falling behind on the early production and research.

With my city founded I immediately started production on a monument and research on calendar (via pottery). My early goal was simple: I knew I had to be the first to build Stonehenge, both for the massive early cultural boost (+8) and also for the +1 great engineer point that would allow me to hurry production later on. This was the first in my list of overall goals that I knew would be key for a cultural victory:

  • Stonehenge: a wonder that adds +8 to the cultural output of its city.
  • Oracle: a wonder that grants a free social policy.
  • Angkor Wat: a wonder that reduces the culture cost of acquiring new tiles.
  • Sistine Chapel: a wonder that increases city cultural output by 33%.
  • Cristo Redentor: a wonder that reduces policy costs by 33%.
  • Sydney Opera House: a wonder that grants a free social policy.
  • Free Religion: a policy in the Piety social tree that grants two free social policies.
  • Mandate of Heaven: a policy in the Piety social tree that converts 50% of excess happiness into culture.
  • Constitution: a policy in the Freedom social tree that doubles cultural output in cities with a wonder.
  • Free Speech: a policy in the Freedom social tree that reduces policy costs by 25%.
  • Aristocracy: a policy in the Tradition social tree that increases wonder production by 33%.

Based on these goals, I was already committed to the Tradition, Piety, and Freedom trees. Luckily these trees have good synergy with a one city victory; they improve my capital city in many ways, and grant happiness bonuses as well, both of which would be crucial for keeping my empire running smoothly with only one city.

I continued to explore my little island, first by raiding the ruins. They gave me a +30 culture bonus (I swear, I didn't bribe the RNG!), which allowed me to adopt Tradition, which in turn sped the growth of Istanbul. The exploration yielded little else of importance. With the cultural boost from the ruins, I was able to adopt Aristocracy a few turns before calendar finished, so production on Stonehenge would be as fast as possible. After the monument completed I began production on a worker, but switched that to Stonehenge as soon as calendar completed. Research began towards philosophy (for the Oracle), and my warrior tirelessly patrolled my tiny island to seek out and destroy any barbarian encampments that might spawn. By 2140BC Stonehenge was completed, and I switched production back to a worker, which I set to farming.

Once philosophy finished, I immediately begin construction on the Oracle. Since researching philosophy began my Classical Era, I used a social policy I had "saved" to adopt Piety. Likewise, I began research on those technologies that would allow my worker to exploit the nearby resources: the furs, forests, deer, fish, and gold in my immediate vicinity. And another stroke of luck; horses were uncovered right next to my capital once I researched animal husbandry. Finally, as my next social policy came due, I adopted Mandate of Heaven, which converts excess happiness into even more culture.

Starting Position

In 1520BC (turn 62) I completed the Oracle and used my free policy to adopt Legalism, which improved my civilization's happiness. At this point Istanbul had grown to 6 population and was generating 4 gold per turn, 5 happiness, and 14 culture. The fact that I had been able to build both Stonehenge and the Oracle implied that the Egyptians had probably not been one of the random civs spawned in this game (an assumption which turned out to be true); this was another stroke of luck for my starting conditions.

Pax Ottomana

At this point my civilization entered a long and quiet period of peace and prosperity. After researching sailing and exploring the local coastlines further, I discovered just how beneficial my starting position was. My only nearby neighbor was the cultured and friendly city-state of Brussels. This suggested Patronage as a likely fourth social tree, since their allied culture bonuses would help with my final goal, though I wasn't yet at a point where I could leverage this. Most importantly, my little corner of the world was otherwise completely cut off from the rest of society by deep ocean waters. I knew it would be many turns yet before having to worry about any other civ, which freed me to focus my city production on improvements instead of having to maintain a standing army to fight off invasion. To determine my city production, I picked improvements based on a simple set of priorities:

  • 1. Culture (temple, etc.)
  • 2. Growth (granary, etc.)
  • 3. Production (workshop, etc.)
  • 4. Research (library, etc.)
  • 5. Gold (market, etc.)

Once I had researched the technologies needed to tame the local resources, I made my next technological bee-lines for theology (to build Angkor Wat) and acoustics (to build the Sistine Chapel). Thanks to both Stonehenge and the Oracle, Istanbul was turning out the occasional great engineer which could be used to hurry along production. As part of this process, I unlocked Free Religion in the Piety tree but did not adopt it until I finished researching acoustics and entered the renaissance era, so that I could then immediately adopt Freedom and Constitution with my two free policies.

From this point I aimed for archaeology to unlock the additional cultural buildings it allowed, all the while building wonders and improvements in my capital. I had built one worker and some fishing boats, and my only other unit was the warrior I had started with. The single worker was having no problems keeping up with tile improvements to match my pace of research and expanding borders.

Pax Ottomana

By 1330AD (turn 193), Istanbul had a population of 12 and was producing 8 gold, 13 happiness, and 54 culture. I had adopted 14 of the 30 social policies required for a cultural win, and committed to the five social policy branches that must see me through to victory.

  • Tradition
  • Piety
  • Freedom
  • Commerce
  • Patronage

In addition to those branches previously mentioned, I adopted Commerce as a means of improving my navy, my coastal city's production, and increasing my income to help with maintaining city-state relationships.

Social Policies

On the way to researching archaeology I passed through astronomy, which meant I could build a caravel to begin exploring the world. I knew that the moment of truth would soon be upon me: first contact with the rest of the world. What opposition would I face on my path to cultural dominance?

As I began to explore, my very first encounter was with Montezuma of the Aztecs. This gave me pause, as he can be an aggressive leader. I immediately setup a research agreement and traded resources to try and improve the relationship. As I continued to explore, I took this approach with every civilization I encountered. I negotiated for open borders and trade agreements, and agreed to any pact suggested to me short of declaring war against another civ. In fact, I even acquiesced to all demands made of me; I was not hurting for resources, and had plenty of luxuries to keep my citizens happy, so I bent over backwards to stay in the good graces of all the other leaders. Eventually I encountered all seven of the other civs in my world.

  • Montezuma - Aztecs
  • Wu Zetian - China
  • Napoleon - France
  • Ramkhamhaeng - Siam
  • Bismarck - Germany
  • Catherine - Russia
  • Alexander - Greece

The Era of Next Turn

Once I had encountered all of the other civs and knew what I would be dealing with, the Pax Ottomana held strong. I knew I would need some economic improvements in order to keep up the income level necessary for both city-state relationships and to meet the demands and research agreements from other civs. Once archaeology finished, I began researching banking to further this aim.

Istanbul continued to grow and pump out culture, and I kept filling out the five policy trees I had selected in no particular order. Great engineers were used to hurry production of improvements, great scientists to quickly discover new tech, and great artists to start golden ages (though in one case I did have a great artist culture bomb a little deserted island to gain access to iron).

Istanbul Details

Around this time my empire entered the era of the never-ending next turn. From approximately turn 200 to the end of the game, I was simply accepting all demands placed on me by other civs while occasionally slotting in a new building for my production queue. Most of the other civs seemed to be too busy with each other to spend much time bothering me, and while many wars took place in the world, all were beneath me and my tiny but enlightened civilization.

Despite the apparent peace, I was still worried about maintaining my defense. After all, one quick strike from any of the large empires could quickly spell disaster. For this reason, after banking I headed for electricity so that I could use destroyers to defend my island paradise. This also worked nicely with the desire to get radio and telegraph for the cultural buildings enabled there (Cristo Redentor and broadcast towers).

In the end, my good neighbor policy served to keep the other civilizations at bay. I was also the first civ to field destroyers, which may have helped to keep the AI from becoming overtly aggressive. No one ever attacked me, and my cultural domination was finally at hand. It proved unnecessary to even reach radio or telegraph to manage my one city cultural victory, which was achieved in 2034AD, on turn 468.

The Victory