Civilization Online adapts Sid Meier series into MMO
XLGames has announced Civilization Online, an MMORPG that uses the broad strokes of Civ, but puts you in the shoes of a single citizen.
Civilization is expanding into new territory with Civilization Online, an upcoming MMORPG developed by XLGames with cooperation from Sid Meier. But as you may discern from the genre, this isn't a standard Civ game.
MMORPG.com reports that the project uses CryEngine 3, and puts you into the shoes of a single citizen. You'll join one of four factions, and be pitted against three others. Your citizen can then explore the procedurally generated world, craft items, and engage in war against the other players in real-time. The game will be broken into "sessions" with various win conditions that subsequently reset at the end of each session.
Win conditions are similar to those in traditional Civ: a military victory through PvP, a scientific victory through building a spaceship, and so on. The factions are said to progress through history in distinct phases: Ancient, Classical, Medieval, Renaissance, Industrial, and Modern. As factions discover new technologies, they will outgun armies with older equipment. Finding and building new equipment will also impact how much you can explore an area. Players can make buildings, but larger ones like Wonders will take hundreds of players working together. And since it's a persistent world, players who rise to the ranks of leadership can delegate orders to other players while they're gone.
The report states that it's been in development since 2010, and the XLGames site calls the title "tentative."
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Steve Watts posted a new article, Civilization Online adapts Sid Meier series into MMO.
XLGames has announced Civilization Online, an MMORPG that uses the broad strokes of Civ, but puts you in the shoes of a single citizen.-
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It's much, much cooler than this makes it sound, from what I'm hearing.
Imagine a Minecraft-esque world, where you can find random resources sitting around as you explore. "Oh, hey, timber" you say. "If I gather a few of these, along with, say, Iron, I can build a barracks." So you gather it and haul it back to the city center, and build the barracks (with the help of other people, mind you.)
Eventually, your tech tree can help you discover new buildings and resources (which can "appear" in the game world, ala Civ). Rinse, repeat.
The cool part is that over that hill in the distance, is another civ, with more people doing the same thing. And eventually, you know that your cultures will collide, for better or worse.
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Really, people need to read up on this game - this isn't a cash-in; this is a very ambitious project that could turn out awesome.
The entire game will be taking place in a massive real-time map.
An example of what happens when you unlock a certain technology. We used the cannon...Jake explained that once a player unlocks gunpowder as a technology, suddenly weapons like cannons and muskets appear. Once these are available a player can go to the market and buy them. Couriers will spread the word throughout the map that a new invention has been made. This will shift the faction into a new era and musketeers will go out to face knights on the battlefield. (PvP, mind you)
Exploration is something the team is taking very seriously. Inventions like the galley ship will get you across an ocean and allow you to begin discovery of a new continent.
If you really want to shoot for the win, Jake said that buildings such as libraries or Wonders (such as the Pyramids) will take hundreds of players working together to finish. He explained the system almost like an epic raid for crafting.
http://www.mmorpg.com/showFeature.cfm/loadFeature/7656/Civilization-Online-Its-Real-and-Its-Happening.html
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I like the world art, but not the over-exaggerated goofy representation of the people. I know it's a pretty typical cartoon-y style to draw people in, but I personally strongly dislike that method. I think the appeal would be more if the world kept its style, and the people were done with more normal proportions, while keeping the cartoon colour tones. You don't have to go beyond Disney level character exaggeration, or even match it. There are countless degrees of greater subtlety, I think they would better serve most things, including this game.
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