I can’t keep a Minecraft world or a SimCity city going for more than a couple of days. Or even hours.
I don’t know why! It’s not like I CAN’T keep a city in SC going for a while. Actually, one time I had one going for a really long time. That was in SimCity DS, which only allowed you to save one city at a time, and I played that particular city religiously over the course of about two or three months. I enjoyed the micromanagement and little improvements I could make to an already developed city, and the only reason I finally stopped was because I got to a point where my entire city inexplicably decided to become a fire hazard for no reason, and no amount of fire stations would solve the problem, and I just couldn’t be bothered to fix it. So I quit playing.
For some reason, that was the last time I’ve really been able to “get” into a single city like that. I’ve been playing a bit of SimCity 4 here and there over the past few months. And you know, I know how to set up a good city. I know where to put the zones, the power plants, the roads, and everything else you need, and perhaps most importantly, I know how to actually make money in the game.
But, every time, I’ll get to a point where I’ve played ten, maaaybe twenty in-game years and then get bored and delete it all and start a new city.
It’s certainly a change from the aforementioned SimCity DS, where I played that one city for something like 150 or 200 game years.
I’m not sure why this happens. It happens in Minecraft, too. I start a new Minecraft world… well, I was going to say every couple of days, but truthfully I really only play Minecraft a few times a week. So I’ll start a new Minecraft world every week or every other week or so. I honestly have no idea why. There’s just something so very enticing about a fresh slate.
(Terraria, on the other hand, has had me hooked in the same world for weeks now, so maybe that’s a sign that my attention span is actually lengthening now!)
Does anyone else have this problem, or is it just me?
Here’s a thing that bugs me about videogames that take place over a long period of time; They run on the assumption that what held true in our world will hold true in that way. Absolute monarchy and aristocracy begin, and these are gradually or violently reduced in favor of either constitutional monarchy or republicanism. Divine Right gives way to consent of the governed. Religion begins as a dominant force for the entire planet, and gradually declines in importance. It’s true that most games allow you through some means or other to maintain your previous status quo, but the assumptions are always the same – later technologies unlock new governments and these are superior to previous ones. You can run a theocratic state in Civ but if your rivals are a police state or democracy, they’re likely to outproduce you by some measure due to the bonuses they get compared to yours.
Now, in the first instance, I understand that even making these value judgments can be a pretty tricky task if you’re making a game which offers a number of governmental forms, and every single thing you add to that can complicate it considerably. Let’s take Communism as a working example. Superficially it’s easy to see why a Communist state would get a bonus to industry – Stalin forced the USSR from peasant serfdom to industrial superpower within a couple of decades, and Mao attempted the same in China (Though it was Deng Xiaoping’s free-market oriented reforms which have unleashed the Middle Kingdom’s current surge in wealth). Hoxha’s Albania and the DPRK regime both put military production before any other consideration. Our real-world historical examples of it are industry-centered, militaristic, and vary from merely autocratic to incomparably vicious.
The question is, does this demonstrate what Communism has to be? Or is this how it is perceived because that’s how it worked out in our world? I would argue no, that much as I am opposed to it as a system, it wasn’t a fait accompli that it would turn out as it did. Had it taken hold in a heavily industrialized country such as the UK, France, Germany, or the USA, had the Mensheviks taken power in 1917, had the CNT-FAI won in Spain and resisted Stalinist control, we might well have a very different image of what Communism is.
My point isn’t to defend Communism. I’m merely using it because it’s an excellent example for what I am talking about, which is that game makers rely overly on preconceptions rooted in our reality’s experience to inform them of how things work in their games. More interesting, I feel, would be a more gradual, evolving system, where you didn’t choose your form of government so much as evolve it over the course of the game by reacting to events and conditions. The closest example to this I am aware of is Victoria II, where different political groups have various objectives, and different ones are allowed to do different things (So the reds can build factories all over the place, whilst radical liberals can’t fund any, for example) but even so, it feels somewhat thin, perhaps because it takes place over a relatively short time period.
I would, in any event, love to see a game on the timescale of Civ or even Spore where the development of not only your country, but its ideologies and most of all, what those ideologies actually entail, changes over the course of the game. For another example, consider that during the Renaissance and Enlightenment it was argued by many (very pious) people that to understand the universe in a scientific manner was not only in accordance with being a good Christian, but indeed a form of worship in itself. The argument (Grossly oversimplified; I’m no theologian) was that as God had created everything, everything was holy, and thus understanding anything had to be an act of worship in itself. What if such a perspective had taken hold even more strongly and become as universal an attitude towards Christianity as the doctrine that Christ died on the Cross? I doubt the current perspective that religion is dogmatic and myopic whilst secularism is the route to a more accurate understanding of the world would be as deeply entrenched by any means.
The problem is, of course, that this is an immensely complicated field. Even working on the experiences of our actual history, we have a huge amount of different experiences to draw on. When you implement “Democracy” in Civilization, is it the democracy of Athens? Is it a democracy where only the landed elite can vote? Is it constrained by constitutional checks and balances? How do you model a unicameral vs. a bicameral system? Is the President the Head of State only (As in the Irish Republic) or the Head of State and Head of Government, as in the USA? And what influence does this have on how the respective countries are run? These are all just individual factors of a single potential form of government. How they all interact, how they might all evolve over the course of centuries, is certainly a daunting thing to tackle in even the densest academic text, nevermind a videogame.
But ultimately, isn’t that what more ponderous strategy games are about? You’re not just drawing your lines on the map, you’re creating a country, wrestling with competing concerns, trying to do five things with the resources to do three of them properly, listening to the concerns of different groups in your society and deciding how to react? I admit it might be something of a niche game, but I think there would be room for something that really went into the evolution of political systems, religions, and social ideas in videogames.
Hello, my name is Mr. Adequate, and I’ve got a problem.
In any game where you can make characters who are quite varied in nature, well, I’m going to do so. Over and over and over again, and I’m going to abandon existing ones and start anew with a new character, no matter what I have achieved with a previous one or how far through the main plot I am. It’s especially bad in games like Morrowind and Fallout New Vegas; if I combined the time I’ve spent playing the former, I’d probably have a level 9001 living god. But every time I play, I think “Oh hey what if I made an Argonian who wants to join the Legion?” Then I do that, and then I think “Oh wait I totally want to make a Breton monk who uses unarmed, unarmored, alchemy, and restoration to get things done.” and off I go to do that, until I take a notion for something else.
So in actual fact I’ve seen the first half of Morrowind more times than I can remember, and the second half like twice. Oblivion is the same story. So was Fallout 3. New Vegas is somewhat better, perhaps because the writing is so strong and immersion so great that it’s hard even for me to abandon a character. MMOs are the same way; I start, play for awhile, then I want to be a Mage/Priest/Hunter/Whatever and off I go to do that instead of carrying on with my Warrior.
I know I’m not alone in suffering this affliction. Regale us with your tales of altoholism!
I think I may have offhandedly mentioned this in a previous post, but in case I didn’t, I’ll relate it again here: I was recently gifted a copy of Terraria, and I have been playing it more than I initially thought I would.
For those who haven’t heard of Terraria, well… saying it’s 2-D Minecraft both is and isn’t fair to the game. Here, let me delve into this a bit:
Minecraft and Terraria have a lot of similarities. A lot of them. They’re both about digging, mining, and building. They both have a day/night cycle. They both involve crafting by way of mixing various ingredients together. They both involve avoiding monsters. Moving from one game to the other is a pretty smooth process.
I’ve noticed a couple of differences, though. Aside from the big obvious one (Minecraft is 3-D, and Terraria is 2-D), I think Minecraft puts a lot more emphasis on the building side of things and Terraria on the survival side of things.
That’s not to say that there isn’t a lot of survival in Minecraft or a lot of building in Terraria. But let’s talk about the monsters, for example. Not only are they more abundant in Terraria (and more difficult to sequester yourself from), but you’re actively encouraged from the start not just to avoid them, but to fight them.
Take the torch, a common and necessary item in both games. In Minecraft, you make a torch by putting coal on a wooden stick. Both of these ingredients are farmed from harmless things on the map– trees and mountains. In Terraria, you make a torch by combining sticks and gel. Gel is something you obtain by fighting slimes. You want light? You gotta kill monsters.
This difference in the game’s “mindset” is also seen in their respective methods of health regeneration. Minecraft has auto health regen (on sandbox mode, anyway). Terraria doesn’t. You restore your health by drinking potions that you craft out of materials that you have to find by wandering the big, scary, monster-filled world.
The mining and building is still a big part of the game, of course, but it’s all much quicker to accomplish and the crafting is more streamlined, as if the game is telling you to get on with it so you can get back to killing monsters.
Anyways, those are my first impressions of the game. I’ve really only played three or four hours of it at this point, mostly just poking around, so there are probably a lot of things I haven’t covered. In the end, I wouldn’t call this game either an evolution or clone of Minecraft– rather, it’s the same concept, but taken in a different direction. And it may not be Game of the Year material, but it’s certainly worth a look if you’re fond of this “genre”. And I do have to give props to a sandbox game that I frequently jump into directly after getting bored with a Minecraft session. Bored of digging? Let’s go dig some more!
Hey gang, I’d like to take a moment to show some appreciation for something underappreciated, and to springboard from that into a broader discussion.
In RPGs, you tend to go to a lot of settlements. And those settlements tend to be, well, tiny. Oftentimes they might imply a much larger population that you simply don’t get to access, but more often the entire settlement is actually incredibly tiny. The world, of course, exists only for your play experience, so why spend additional time designing and implementing redundant stuff?
Well, Summoner – an RPG that was a launch title for the PS2 – said screw that. It doesn’t have a lot of settlements, but the major one, Lenele, is truly massive.
I can’t find a map online so have this instead!
Now, when I say Lenele is big, I really do mean it’s big. Really big. You just won’t believe how vastly hugely mind-bogglingly big it is. I mean, you may think it’s a long way from Org to the Crossroads, but that’s just peanuts to Lenele.
It is the only city I have ever come across in a videogame which is convincingly city-sized (Aside from ones actually set IN a city, like GTA or whatever). Now to be fair it’s not incidental, it’s one of the game’s major settings and one of only a handful of settlements, but it truly is VAST and it’s so, so glorious to run around and get lost down back alleys and have no idea where the heck you are because it’s just this massive warren of streets and alleys and finding some random store tucked away in the middle of it all.
So, what cities/villages/etc. in games have impressed you for one reason or another?
Lately I’ve been playing a lot of two different games: Minecraft, and Terraria (aka 2-D Minecraft.)
I know, I know, I’ve talked before about how I don’t quite “get” this sort of game, or how I prefer SimCity or whatnot. But after several months of false starts it seems that something has finally clicked, and lately I’ll merrily spend hours listening to music while… digging. Digging.
I’m not sure what’s gotten in to me– I’m usually off playing old strategy games, after all!– but I do have to admit: it’s remarkably easy and quite relaxing to just sit down for any length of time– from a couple of minutes to a couple of hours– and mess around in a game where there is really no point. It feeds some sort of deep-seated need in the human psyche to build and create for no other reason than to build and create.
…or maybe I really am a basement-dwelling obsessive-compulsive geek who finds satisfaction in making things perfectly symmetrical. I mean, that’s an acceptable answer too.