Separator

I’m tied to a clock in CivWorld

Robsavillo
Friday, July 08, 2011

I log into Civilization World (CivWorld), Firaxis’ foray into the realm of Facebook gaming with their flagship series, Civilization, and a cartoonish Sid Meier, co-founder of the aforementioned development studio, greets me.

He informs me that my glorious Aztec Coalition faces annihilation. I click the “battle” button, which depicts two crossed swords. This takes me to what looks like a collectible card game. Barbarian Grey Wolf leads an assault with grunts and archers whose collective power reads 102. Seems dangerous.

I’ve got a handful of Phalanx units with some Calvary for good measure. My number reads 138. I think I’m in the clear. Let’s roll, Grey Wolf!

But nothing happens. My unit cards sit idle. A timer at the top of the screen counts down from 4 hours, 49 minutes, and 53 seconds. So I wait. It’s well past 10 p.m., and I’m tired. I suppose I’m going to miss the fireworks.

And that’s CivWorld. Lots of waiting. And timers. Moving at a glacial pace.

 

In this social-gaming revision of the revered, PC strategy series, you only manage a single city that you'll annex to a nation consisting of other players. Within there, you’ll build houses for your proletarian class to harvest food for population growth, chop wood for production, create works of art for culture, read books for science, or trade wares for gold. You’ll further construct drop-off centers, such as lumber mills, granaries, libraries, and theaters, that simultaneously increase productivity.

A timer on the left side of the screen governs when you can collect these resources and add them to your spending pool. Once the clock ticks down, you receive a “harvest,” which you can cash-in at your discretion.

Once you’ve constructed as much as allocating your total production allows, you won’t have much else to do with your city. Workers collect resources so slowly that you’ll be better off doing something else for a few hours. Or days.

In the meantime, though, you can play some minigames...the kind that you’d find on a children's paper placemat at a restaurant. You can guide a ball through a maze. Or you can swap tiles to complete an image of a famous painting. Or you can redirect road pieces to complete a trade route. The only thing missing is the crayons.

You generate moves to play the maze and tile swap games based on your current science and culture accumulation rates, respectively. So expect some downtime. And after a roughly 10-minute wait watching another clock reach zero, you can rack your brain helping a merchant move from point A to B. Fun times, indeed.


CivWorld lacks the soul of its PC brethren: that just-one-more-turn addictive quality. Civilization evokes such a feeling from players because of a brilliant application of layered anticipation.

Embroiled in a war with a rival, I’ll raise an army while building the Himeji Castle to augment my units’ fighting abilities in Civilization 5. But I’m also researching Machinery to bring Crossbowmen to the battlefield and give myself an advantage, trading for iron with a friendly nation to support my Longswordsmen, and expanding to unexplored continents.

I won’t have any of these at my disposal immediately or at once, so I continually hit “next turn.” Things happen during the intermediate turns that force alternate strategies, and I’m constantly changing my focus and looking forward to new objectives -- I'm never satisfied with the state of things as they are, in other words. And, more importantly, I control the pace of progression.

But I get no such feeling from CivWorld. I’m just sitting around a lot and waiting for the game to catch up to me.

 
Problem? Report this post
ROB SAVILLO'S SPONSOR
Comments (5)
Comic061111
July 08, 2011

I checked this out so I could have an opinion on it- and I can forgive a lot- but there is constant rubberbanding, for lack of a better term.  Changing around stuff in your city seems to work okay, but if you want to do any of the 'social' things, expect to see them done and undone a million times from your one click.  Don't even dare try to build something without the proper resources unless you want to be reminded you don't have the resources every five seconds until you refresh the game.

This game feels more like an Alpha than a beta.  Not really ready for public consumption.  I wasn't even able to get around to sitting around and waiting.

Robsavillo
July 12, 2011

I agree with the sentiment that CivWorld isn't ready for public consumption. I definitely feel and "alpha" vibe while playing.

My other biggest complaint is the utter lack of feedback. That barbarian attack I mention at the beginning of the story? Well, it resolved overnight while I was asleep. And when I logged back in, CivWorld never told me what happened. My city was just...different. Inexplicibly.

That's not fun.

Jayhenningsen
July 08, 2011

This is why I hate Facebook games in general. I want to have motivation to return to a game because I actually enjoy the game, not because it introduces artifical time-sinks to prevent me from progressing too fast through what little content there is.

Scott_pilgrim_avatar
July 08, 2011

Yeah, I've been looking forward to trying to out...but no, I don't think we're going to work out...

Bitched_out_wittle_me
July 08, 2011

I personally like the whole timed thing, and you have to collaborate with your fellow people, and that you have to be careful with your resources. It makes me realize that Rome wasn't built in a day.....

You must log in to post a comment. Please register if you do not have an account yet.