<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Easy There, Tiger, That&#039;s a STRATEGY Game</title>
	<atom:link href="http://robzacny.com/index.php/Index.php/2010/03/easy-there-tiger-thats-a-strategy-game/feed/" rel="self" type="application/rss+xml" />
	<link>http://robzacny.com/index.php/Index.php/2010/03/easy-there-tiger-thats-a-strategy-game/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=easy-there-tiger-thats-a-strategy-game</link>
	<description>Proudly Powered by Coffee and Jameson</description>
	<lastBuildDate>Sat, 21 Jan 2012 16:29:56 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: Flitcraft</title>
		<link>http://robzacny.com/index.php/Index.php/2010/03/easy-there-tiger-thats-a-strategy-game/#comment-138</link>
		<dc:creator>Flitcraft</dc:creator>
		<pubDate>Fri, 26 Mar 2010 03:05:26 +0000</pubDate>
		<guid isPermaLink="false">http://robzacny.com/index.php/?p=697#comment-138</guid>
		<description>So I&#039;ve been mulling this over for a couple days as I get ready for PAX East, and I think you&#039;re underestimating how much using &quot;familiar names&quot; to describe game elements eases that learning curve. It&#039;s not enough to get someone playing &lt;em&gt;Civilization&lt;/em&gt; at an advanced difficulty level, which is where micromanaging improvements and city specialization really comes to the fore. But I think at the &quot;basic level&quot; I was concerned with in this piece, it&#039;s enough to allow players to muddle through.

&lt;em&gt;Civilization&lt;/em&gt; doesn&#039;t actually demand that I totally understand what the hell I&#039;m doing. It uses the &lt;em&gt;a priori&lt;/em&gt; knowledge I take into the game to push me in the right direction. The wheel allows me to build roads. I may not really grasp that my city is surrounded by tiles producing different values, and that a road will generate trade or that it will reduce movement costs for units moving across them, but intuitively I understand that roads help move goods and people across terrain. And when the tooltip shows that the technology leads to &quot;Pottery&quot; with &quot;Agriculture&quot; or &quot;Fishing&quot;, that also makes sense. The wheel helps enable pottery, and food-production creates the need for devices to help with food preservation and transport.

So I look at &quot;Fishing&quot; and see that it will allow me to produce work boats to, well, go fish and bring in more food for my growing city. It also lets me research Sailing. Seems to make sense.

The game is full of those types of relationships. Without really grasping the mechanics, I can intuit my way through a fair amount of &lt;em&gt;Civ&lt;/em&gt;. We got culture and religions? Temples produce culture and make people happy, but you need a religion to build them? Sounds about right to me. While I use these rudimentary understandings to play the game, I am continuing to learn the finer points as cause and effect become more apparent.

It&#039;s not just that &lt;em&gt;Civ&lt;/em&gt; uses familiar names to describe its elements. Those elements do a decent job of aping the real-world concepts to which they are referring, and so they give the novice an entry into the game.</description>
		<content:encoded><![CDATA[<p>So I&#8217;ve been mulling this over for a couple days as I get ready for PAX East, and I think you&#8217;re underestimating how much using &#8220;familiar names&#8221; to describe game elements eases that learning curve. It&#8217;s not enough to get someone playing <em>Civilization</em> at an advanced difficulty level, which is where micromanaging improvements and city specialization really comes to the fore. But I think at the &#8220;basic level&#8221; I was concerned with in this piece, it&#8217;s enough to allow players to muddle through.</p>
<p><em>Civilization</em> doesn&#8217;t actually demand that I totally understand what the hell I&#8217;m doing. It uses the <em>a priori</em> knowledge I take into the game to push me in the right direction. The wheel allows me to build roads. I may not really grasp that my city is surrounded by tiles producing different values, and that a road will generate trade or that it will reduce movement costs for units moving across them, but intuitively I understand that roads help move goods and people across terrain. And when the tooltip shows that the technology leads to &#8220;Pottery&#8221; with &#8220;Agriculture&#8221; or &#8220;Fishing&#8221;, that also makes sense. The wheel helps enable pottery, and food-production creates the need for devices to help with food preservation and transport.</p>
<p>So I look at &#8220;Fishing&#8221; and see that it will allow me to produce work boats to, well, go fish and bring in more food for my growing city. It also lets me research Sailing. Seems to make sense.</p>
<p>The game is full of those types of relationships. Without really grasping the mechanics, I can intuit my way through a fair amount of <em>Civ</em>. We got culture and religions? Temples produce culture and make people happy, but you need a religion to build them? Sounds about right to me. While I use these rudimentary understandings to play the game, I am continuing to learn the finer points as cause and effect become more apparent.</p>
<p>It&#8217;s not just that <em>Civ</em> uses familiar names to describe its elements. Those elements do a decent job of aping the real-world concepts to which they are referring, and so they give the novice an entry into the game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Graham</title>
		<link>http://robzacny.com/index.php/Index.php/2010/03/easy-there-tiger-thats-a-strategy-game/#comment-137</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Wed, 24 Mar 2010 07:49:09 +0000</pubDate>
		<guid isPermaLink="false">http://robzacny.com/index.php/?p=697#comment-137</guid>
		<description>I don&#039;t disagree with you on the whole but I think that your argument is misleading.
&lt;blockquote&gt;
    And the game is wonderfully self-explanatory. You start in the Stone Age, you build a city, and then it asks you if you want to research The Wheel or Hunting. It doesn’t require a lot of insight to figure out what those technologies might let you do ...
  &lt;/blockquote&gt;
These aren&#039;t self explanatory at all.  In real life hunting and the wheel are ideas that we are all familiar with but within the context of civilization 4 they represent abstract in-game mechanics.
Or take religion, everyone knows what religion does but they can&#039;t somehow convert that into any but the vaguest understanding of what the civ4 system is, never mind how to use it to their advantage without scouring the civipedia.

The difference between more and less hardcore games is, I think, the learning curve, and civilization does not have an easier learning curve for calling it&#039;s systems and mechanics by familiar names. It is possible to pick up civ4 and start playing, but knowing what gold and an economy are wont help you guess when you should adopt a cottage heavy strategy, and when you should focus on pushing missionaries and building shrines...</description>
		<content:encoded><![CDATA[<p>I don&#8217;t disagree with you on the whole but I think that your argument is misleading.</p>
<blockquote><p>
    And the game is wonderfully self-explanatory. You start in the Stone Age, you build a city, and then it asks you if you want to research The Wheel or Hunting. It doesn’t require a lot of insight to figure out what those technologies might let you do &#8230;
  </p></blockquote>
<p>These aren&#8217;t self explanatory at all.  In real life hunting and the wheel are ideas that we are all familiar with but within the context of civilization 4 they represent abstract in-game mechanics.<br />
Or take religion, everyone knows what religion does but they can&#8217;t somehow convert that into any but the vaguest understanding of what the civ4 system is, never mind how to use it to their advantage without scouring the civipedia.</p>
<p>The difference between more and less hardcore games is, I think, the learning curve, and civilization does not have an easier learning curve for calling it&#8217;s systems and mechanics by familiar names. It is possible to pick up civ4 and start playing, but knowing what gold and an economy are wont help you guess when you should adopt a cottage heavy strategy, and when you should focus on pushing missionaries and building shrines&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Skyrider</title>
		<link>http://robzacny.com/index.php/Index.php/2010/03/easy-there-tiger-thats-a-strategy-game/#comment-136</link>
		<dc:creator>Skyrider</dc:creator>
		<pubDate>Tue, 16 Mar 2010 18:33:07 +0000</pubDate>
		<guid isPermaLink="false">http://robzacny.com/index.php/?p=697#comment-136</guid>
		<description>Ah, &quot;hardcore.&quot;  A much used and abused word in gaming.  A darling of marketing types and those who rely upon a dollar-menu vocabulary.  A distant relative of of &quot;gnarly,&quot; another abused term in its day.</description>
		<content:encoded><![CDATA[<p>Ah, &#8220;hardcore.&#8221;  A much used and abused word in gaming.  A darling of marketing types and those who rely upon a dollar-menu vocabulary.  A distant relative of of &#8220;gnarly,&#8221; another abused term in its day.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Flitcraft</title>
		<link>http://robzacny.com/index.php/Index.php/2010/03/easy-there-tiger-thats-a-strategy-game/#comment-135</link>
		<dc:creator>Flitcraft</dc:creator>
		<pubDate>Sat, 13 Mar 2010 19:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://robzacny.com/index.php/?p=697#comment-135</guid>
		<description>I&#039;m not even sure I&#039;d put &lt;em&gt;Plants vs. Zombies&lt;/em&gt; on the continuum, since I&#039;ve always found the game to be much closer to a puzzle game than a strategy game. And I think there is a hell of a lot more about &lt;em&gt;PvZ&lt;/em&gt; that could turn people off or frustrate people than there is in a &lt;em&gt;Civ&lt;/em&gt; title.

But I think this approach already leads to trouble on two fronts. First, how easily can we slot RTSs onto a strategy continuum with &lt;em&gt;PvZ&lt;/em&gt; and &lt;em&gt;EU3&lt;/em&gt;? Strategy contains a lot of genres. Second, I&#039;m wary of tacitly accepting the whole &quot;this is for everyone / this for hardcore players&quot; dichotomy. I think it&#039;s a lot more fluid that than that. I think people occupy different spaces on that continuum at the same time. It&#039;s not like they move from left to right and stop when things become &quot;too hardcore.&quot; That&#039;s not what people are responding to in a design.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not even sure I&#8217;d put <em>Plants vs. Zombies</em> on the continuum, since I&#8217;ve always found the game to be much closer to a puzzle game than a strategy game. And I think there is a hell of a lot more about <em>PvZ</em> that could turn people off or frustrate people than there is in a <em>Civ</em> title.</p>
<p>But I think this approach already leads to trouble on two fronts. First, how easily can we slot RTSs onto a strategy continuum with <em>PvZ</em> and <em>EU3</em>? Strategy contains a lot of genres. Second, I&#8217;m wary of tacitly accepting the whole &#8220;this is for everyone / this for hardcore players&#8221; dichotomy. I think it&#8217;s a lot more fluid that than that. I think people occupy different spaces on that continuum at the same time. It&#8217;s not like they move from left to right and stop when things become &#8220;too hardcore.&#8221; That&#8217;s not what people are responding to in a design.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Punning Pundit</title>
		<link>http://robzacny.com/index.php/Index.php/2010/03/easy-there-tiger-thats-a-strategy-game/#comment-134</link>
		<dc:creator>Punning Pundit</dc:creator>
		<pubDate>Sat, 13 Mar 2010 18:21:22 +0000</pubDate>
		<guid isPermaLink="false">http://robzacny.com/index.php/?p=697#comment-134</guid>
		<description>I think if you posit a continuum of strategy games, you&#039;d have to put Plants Vs Zombies on the &quot;easy&quot; end, and EU3 somewhere on the &quot;hardcore&quot; end. The Civ series has always struck me as being more towards the hardcore end of things...</description>
		<content:encoded><![CDATA[<p>I think if you posit a continuum of strategy games, you&#8217;d have to put Plants Vs Zombies on the &#8220;easy&#8221; end, and EU3 somewhere on the &#8220;hardcore&#8221; end. The Civ series has always struck me as being more towards the hardcore end of things&#8230;</p>
]]></content:encoded>
	</item>
</channel>
</rss>

