Nov 9, 2014

Some Thoughts about 4X Games

Note: I wrote this while watching Adventure Time in the middle of the night. Hopefully the idea gets through -- this is fundamentally a subjective piece, not a review.

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My name is Matthew Pecot, and I want to like 4X games.

I’ve spent most of my gaming career enjoying them, starting with Civilization 2’s eighty-page manual and running to the present day. I’ve obsessed over the Civ games, Sword of the Stars, Europa Universalis – I even picked up Pandora: First Contact because it billed itself as an Alpha Centauri successor. “Rock You Like a Hurricane” always makes me think of mind worms.

And yet, now, I’m starting to look at the way I play these games, and they’re more bowling than fencing. The main reason for this is that 4X games have a huge problem with feedback loops, in part because each gameplay cycle is so long.

Let’s look at how I play an average round of a 4X game. I choose my starting advantages/faction, I kick it off, I play for about thirty minutes… then I restart. And again, and again, until I feel like I have the opening moves figured out. I do this because the opening turns are the only part of the game I feel like I can solve. Just like a Zergling rush: If I haven’t built an expansion by turn X, then I know I’ve failed.

How do you know if you’re failing in a science victory? Or in an arms race during a cold war? 4X games don’t do a good job of letting you know how you’re doing – except during a war, then there’s a good feedback system. The rest of the time, your evaluation of progress is based on how well you will do in a war. There’s a good intellectual challenge to evaluating an enemy, but 4X games bake so many systems together to come up with combat effectiveness: available allies, tech level, morale, local terrain, commanders, reinforcement rate…

Smarter people than I can make those calculations, and play the game of gathering intel to fill in the variables. That’s not for me, though, especially with games as complicated as Europa Universalis. (Ironically, those games tend to have the most information available on other factions.)

I generally prefer to play these games very solo-style, though, more like a citybuilder than a 4X game. I’d be happy playing a Civ game without any other factions, just building up, and trying to build up Health faster than I could expand. It’s the same reason I played EU III as England: Because I could face a life-or-death struggle at first with Scotland, then I never had to worry about a European war and could just focus on colonization and trade.

The problem is that even if you’re playing against yourself, you’re not the only bar to measure against. Sure, you might think that the only thing that matters is if you feel accomplished, but these games are part of the zeitgeist. You’re going to talk with your friends, and in the worst case, they’re going to look over your shoulder and point out what you’re doing wrong. (My boss did that to me midway through an EU IV game. I ended up playing another 20 hours as a result.)


So, what’s the consequence of all of this? A lot of repetitive actions that feel meaningless. If I’m taking actions, but don’t see how well I’m doing, they don’t feel very impactful. It doesn’t help that, for most of a 4X game, you’re employing the same stratagems and movements you have before, and because they’re turn-based, there’s not much of an intrinsic reward when you execute them well.  

The scale of a 4X game amplifies this, because at a certain point any given action is meaningless. You’ve already lost, or you’ve started to snowball so hard that you’re effectively unstoppable, in which case you’ll win if you just keep clicking End Turn and queuing up the latest buildings.

This is why the 4X games I enjoy the most are actually roleplaying games: They add a sense of emotional meaning to your play, even if mechanically the actions are rote. Civilization is actually the furthest away from roleplaying of all the 4X games I enjoy, because it has relatively little historical grounding or sense of exotic location; Europa Universalis is on the other side, with an incredibly deep sense of place.

This also explains why Beyond Earth feels so lackluster: It has almost no character. The mechanics for each affinity barely touch on what they’re supposed to be, and the quests are just a bunch of placeholder text. Compare that to the thrill of following Magellan in circumnavigating the world (and having mechanical benefits from doing it), or seizing Orion from its guardian, or… you get the idea. The only thing that makes a 4X game stirring for me is the sense of place and adventure.


Everything else is just forty hours of clicking End Turn.

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