4x vs 3x
Posted: Fri Dec 09, 2005 11:23 am
Introduction
As many readers already know, 4x is game industry jargon for "eXplore, eXpand, eXploit, and eXterminate." It refers to a sort of freeform empire building game where players explore the map, expand population and territory, exploit resources found to produce structures and military units, and ultimately exterminate all opposition. Examples of turn based 4x games would be Reach for the Stars, Sword of Aragon, Civilization, Master of Orion, Colonization, Master of Magic, Alpha Centauri, and Birth of the Federation. I love these games, and if sales figures are any indication, so does a large chunk of the gaming public. It is no accident that Civilization and its many, many sequels and spinoffs has been the most popular series in computer gaming history.
Many people have referred to Slitherine's games, like Spartan, as being examples of the 4x genre. While Spartan certainly has a similar feel, it is not truly 4x. It is an empire building game, and it certainly does make use of the familiar eXpand, eXploit, and eXterminate elements. There is, however, no meaningful eXploration. Thus the title of this thread; Spartan is a 3x game, not 4x.
This is not neccessarily a bad thing, I feel it was a completely appropriate choice for Spartan. Spartan is a historical game based on historical factional groupings and a more or less historically accurate map. Under these conditions, trying to keep the map hidden from players is rather pointless.
Slitherine's primary competition for the Spartan and Legion series of games is clearly Creative Assembly's Rome: Total war. R:TW does indeed try to include an exploration element, large areas of the strategic map are blacked out until explored. While this has some effect on fog of war and diplomacy, it ultimately feels lame. The game comes with a large printed wall poster of the map, after all; its not as though players can be kept literally "in the dark". When I played R:TW I found myself constantly referring to my paper map, and lamenting the poor design choice that made me do so.
This post is getting too long already, let me come to the point. It should be possible to create a historically accurate empire building game that does have a meaningful exploration element. There are precious few games on the market that actually do this successfully. I would like to see Slitherine create one.
As many readers already know, 4x is game industry jargon for "eXplore, eXpand, eXploit, and eXterminate." It refers to a sort of freeform empire building game where players explore the map, expand population and territory, exploit resources found to produce structures and military units, and ultimately exterminate all opposition. Examples of turn based 4x games would be Reach for the Stars, Sword of Aragon, Civilization, Master of Orion, Colonization, Master of Magic, Alpha Centauri, and Birth of the Federation. I love these games, and if sales figures are any indication, so does a large chunk of the gaming public. It is no accident that Civilization and its many, many sequels and spinoffs has been the most popular series in computer gaming history.
Many people have referred to Slitherine's games, like Spartan, as being examples of the 4x genre. While Spartan certainly has a similar feel, it is not truly 4x. It is an empire building game, and it certainly does make use of the familiar eXpand, eXploit, and eXterminate elements. There is, however, no meaningful eXploration. Thus the title of this thread; Spartan is a 3x game, not 4x.
This is not neccessarily a bad thing, I feel it was a completely appropriate choice for Spartan. Spartan is a historical game based on historical factional groupings and a more or less historically accurate map. Under these conditions, trying to keep the map hidden from players is rather pointless.
Slitherine's primary competition for the Spartan and Legion series of games is clearly Creative Assembly's Rome: Total war. R:TW does indeed try to include an exploration element, large areas of the strategic map are blacked out until explored. While this has some effect on fog of war and diplomacy, it ultimately feels lame. The game comes with a large printed wall poster of the map, after all; its not as though players can be kept literally "in the dark". When I played R:TW I found myself constantly referring to my paper map, and lamenting the poor design choice that made me do so.
This post is getting too long already, let me come to the point. It should be possible to create a historically accurate empire building game that does have a meaningful exploration element. There are precious few games on the market that actually do this successfully. I would like to see Slitherine create one.