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===Complexity=== 4X games are known for their complex gameplay<ref name="BlogWiredSoaSReview" /><ref name="VanDyk2008" /> and strategic depth.<ref name="galcivGOTY" /><ref name="4XandRTS" /><ref name="PALGNSoaSReview" /> Gameplay usually takes priority over elaborate [[Computer graphics|graphics]].<ref name="JoystiqSoaSEDesignerInterview" /><ref name="MOO3DevChat"><!-- -->{{cite web |url=http://archive.gamespy.com/interviews/february02/moo3/ |archive-url=https://web.archive.org/web/20080421020523/http://archive.gamespy.com/interviews/february02/moo3/ |archive-date=2008-04-21 |first=Dan |last=Quick |publisher=GameSpy |title=Master of Orion III Developer Chat |date=February 2002 |access-date=2008-06-23 }}<!-- --></ref> Whereas other strategy games focus on combat, 4X games also offer more detailed control over diplomacy, economics, and research;<ref name="Emrich1993" /><ref name="SOSA1upinterview" /> creating opportunities for diverse strategies.<ref name="SOSEFAQ"><!-- -->{{cite web |title=Sins of a Solar Empire FAQ |publisher=Ironclad Games |url=http://www.sinsofasolarempire.com/faqs.aspx |access-date=2008-06-23 |archive-url=https://web.archive.org/web/20080515050702/http://www.sinsofasolarempire.com/faqs.aspx |archive-date=15 May 2008 |url-status=dead }}<!-- --></ref> This also challenges the player to manage several strategies simultaneously, and plan for long-term objectives.<ref name="IGNSE4Review"><!-- -->{{cite web |first=Jason |last=Bates |title=IGN: Space Empires IV Review |url=http://pc.ign.com/articles/165/165204p1.html |website=IGN |access-date=2008-04-01 |archive-date=2007-11-01 |archive-url=https://web.archive.org/web/20071101083113/http://pc.ign.com/articles/165/165204p1.html |url-status=dead }}<!-- --></ref> To experience a detailed model of a large empire, 4X games are designed with a complex set of game rules.<ref name="BlogWiredSoaSReview" /> For example, the player's productivity may be limited by pollution.<ref name="Civ2manual" /><ref name="MOOmanual"><!-- -->{{cite book |url=http://www.jonsullivan.com/misc/moo.pdf |title=Master of Orion β Game manual |first=Steve |last=Barcia |year=1993 |publisher=[[MicroProse]] |page=62 |access-date=2008-05-21 |url-status=dead |archive-url=https://web.archive.org/web/20160327131135/http://jonsullivan.com/misc/moo.pdf |archive-date=2016-03-27 }}<!-- --></ref> Players may need to balance a budget, such as managing debt,<ref><!-- -->{{cite web |url=http://www.gamespot.com/pc/strategy/galacticcivilizations2/news.html?sid=6143839 |archive-url=https://web.archive.org/web/20061222071433/http://www.gamespot.com/pc/strategy/galacticcivilizations2/news.html?sid=6143839 |archive-date=2006-12-22 |website=GameSpot |first=Jason |last=Ocampo |title=Gamespot Review β Galactic Civilizations II: Dread Lords Hands-On β The Spiritual Heir to Master of Orion II? |date=2006-02-07 |access-date = 2008-07-26 }}<!-- --></ref> or paying down maintenance costs.<ref name="penalties"><!-- -->{{cite web |url=http://pc.ign.com/articles/719/719278p1.html |title=IGN Preview β Civilization IV: Warlords |website=IGN |first=Steve |last=Butts |date=2006-07-17 |access-date=2008-07-26 |archive-date=2008-01-05 |archive-url=https://web.archive.org/web/20080105135703/http://pc.ign.com/articles/719/719278p1.html |url-status=dead }}<!-- --></ref> 4X games often model political challenges such as [[civil disorder]],<ref name="gamespotSEV"><!-- -->{{cite web |url=http://www.gamespot.com/pc/strategy/spaceempiresv/review.html |title=GameSpot Review β Space Empires V |first=Jeff |last=Lackey |website=GameSpot |date=2006-11-03 |access-date=2014-05-05 |archive-url=https://archive.today/20130102170419/http%3A%2F%2Fwww.gamespot.com%2Fspace-empires-v%2Freviews%2Fspace-empires-v-review-6161035%2F |archive-date=2013-01-02 |url-status=live }}<!-- --></ref><ref name="Civ2manual"><!-- -->{{cite book |title=Sid Meier's Civilization II Instruction Manual |first=Jonatha |last=Caspian-Kaufman |year=1996 |publisher=[[MicroProse]] |pages=67β71, 80β83 }}<!-- --></ref> or a senate that can oust the player's political party or force them to make peace.<ref name="Civ2manual" /><ref name="InternalPoliticalConstraints"><!-- -->{{cite web |url=http://pc.ign.com/articles/384/384930p1.html |title=IGN Preview β Galactic Civilizations |website=IGN |first=Steve |last=Butts |date=2003-02-04 |access-date=2008-07-26 |archive-date=2006-12-14 |archive-url=https://web.archive.org/web/20061214231814/http://pc.ign.com/articles/384/384930p1.html |url-status=dead }}<!-- --></ref> [[File:FreeCol colony screen.jpg| thumb | right | ''[[FreeCol]]'' is typical of 4X games where there is a separate interface for managing each settlement.]] Such complexity requires players to manage a larger amount of information than other strategy games.<ref name="PALGNSoaSReview"><!-- -->{{cite web |url=http://palgn.com.au/pc-gaming/10283/sins-of-a-solar-empire-review/ |archive-url=https://web.archive.org/web/20090703194341/http://palgn.com.au/pc-gaming/10283/sins-of-a-solar-empire-review/ |archive-date=2009-07-03 |website=PALGN |title=Sins of a Solar Empire Review |first=Neil |last=Booth |date=2008-02-19 |access-date=2008-06-23 }}<!-- --></ref> Game designers often organize empire management into different [[Graphical user interface|interface]] screens and modes,<ref name="SOSA1upinterview" /> such as a separate screen for diplomacy,<ref name="Rausch2003b"><!-- -->{{cite web |url=http://archive.gamespy.com/reviews/march03/galacticcivpc/index2.shtml |title=GameSpy Review β Galactic Civilizations |date=2003-03-28 |first=Allen "Delsyn" |last=Rausch |publisher=GameSpy |access-date=2014-05-05 |archive-url=https://web.archive.org/web/20120905025757/http://archive.gamespy.com/reviews/march03/galacticcivpc/index2.shtml |archive-date=2012-09-05 }}<!-- --></ref><ref><!-- -->{{cite web |title=Review β Lost Empire |publisher=Tacticular Cancer |url=http://www.tacticularcancer.com/content.php?id=39 |author=YourConscience |date=2007-10-07 |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080504180255/http://www.tacticularcancer.com/content.php?id=39 |archive-date=2008-05-04 |url-status=dead }}<!-- --></ref> managing individual settlements, and managing battle tactics.<ref name="victory comparison" /><ref name="colonyscreen"><!-- -->{{cite web |first=Bruce |last=Geryk |title=History of Space Empire Games β Master of Orion II: Battle at Antares |website=GameSpot |url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p3_04.html |date=2001-08-08 |access-date=2014-05-05 |archive-url=https://archive.today/20130102223052/http%3A%2F%2Fwww.gamespot.com%2Fgamespot%2Ffeatures%2Fpc%2Fhistory_spaceempire%2Fp3_04.html |archive-date=2013-01-02 |url-status=live }}<!-- --></ref> Sometimes systems are intricate enough to resemble a [[minigame]].<ref name="IGNSE4Review" /><ref><!-- -->{{cite web|first=William |last=Abner |title=Galactic Civilizations II: Dread Lords Review |url=http://www.gameshark.com/pc/reviews/2327/Galactic-Civilizations-II-Dread-Lords-Review.htm |date=2006-03-28 |publisher=GameShark |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080719232316/http://www.gameshark.com/pc/reviews/2327/Galactic-Civilizations-II-Dread-Lords-Review.htm |archive-date=19 July 2008 |url-status=dead }}<!-- --></ref> This is in contrast to most real-time strategy games. ''[[Dune II]]'', which arguably established the conventions for the real-time strategy genre, was fundamentally designed to be a "flat interface", with no additional screens.<ref name="dunehistory"><!-- -->{{cite web |first=Bruce |last=Geryk |title=A History of Real-Time Strategy Games β Dune II |website=GameSpot |url=http://www.gamespot.com/gamespot/features/all/real_time/index.html |date=2001-03-30 |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080516105808/http://www.gamespot.com/gamespot/features/all/real_time/index.html |archive-date=2008-05-16 }}<!-- --></ref>
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