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===Gameplay=== Since 4X games involve managing a large, detailed empire, game sessions usually last longer than other strategy games.<ref name="SOSA1upinterview"><!-- -->{{cite web|url=http://www.1up.com/do/previewPage?cId=3157343 |archive-url=https://archive.today/20130101164708/http://www.1up.com/do/previewPage?cId=3157343 |url-status=dead |archive-date=2013-01-01 |date=2007-02-20 |author=GFW Staff |title=Previews: Sins of a Solar Empire |website=1UP.com |access-date=2008-07-26 }}<!-- --></ref> Game sessions may require several hours of play-time, which can be particularly problematic for multiplayer matches.<ref name="MOOmicro" /> For example, a small-scale game in ''[[Sins of a Solar Empire]]'' can last longer than twelve hours.<ref name="BlogWiredSoaSReview" /> However, fans of the genre often expect and embrace these long game sessions;<ref><!-- -->{{cite web |url=http://pc.ign.com/articles/682/682382p1.html |title=Feature: Galactic {{sic|Civ|lizations|nolink=1}} II Alien Races, Part IV |author=Stardock |website=IGN |date=2007-01-19 |access-date=2008-08-15 |archive-url=https://web.archive.org/web/20080719180329/http://pc.ign.com/articles/682/682382p1.html |archive-date=19 July 2008 |url-status=dead }}<!-- --></ref> Emrich wrote that "when the various parts are properly designed, other X's seem to follow. Words like EXcite, EXperiment and EXcuses (to one's significant others)".{{r|Emrich1993}} Turn-based 4X games typically divide these sessions into hundreds of turns of gameplay.<ref name="IGNSE4Review" /><ref><!-- -->{{cite web |url=http://www.gamespot.com/pc/strategy/masteroforion3/news.html?sid=2902095&mode=all |first=Sam |last=Parker |website=GameSpot |date=2002-12-18 |title=Master of Orion III Hands-On Preview |access-date=2008-08-19 |archive-date=2008-12-12 |archive-url=https://web.archive.org/web/20081212232909/http://www.gamespot.com/pc/strategy/masteroforion3/news.html?sid=2902095&mode=all |url-status=live }}<!-- --></ref> Because of repetitive actions and long-playing times, 4X games have been criticized for excessive [[micromanagement (gameplay)|micromanagement]]. In early stages of a game this is usually not a problem, but later in a game directing an empire's numerous settlements can demand several minutes to play a single turn. This increases playing-times, which are a particular burden in multiplayer games.<ref name="MOOmicro"><!-- -->{{cite web |url=http://www.gamerevolution.com/preview/pc/master_of_orion_3 |publisher=Game Revolution |title=Master of Orion 3 preview for PC β Game Revolution |date=2001-07-04 |first=Joshua |last=Villines |access-date=2008-07-26 |url-status=dead |archive-url=https://web.archive.org/web/20081010130230/http://www.gamerevolution.com/preview/pc/master_of_orion_3 |archive-date=2008-10-10 }}<!-- --></ref> 4X games began to offer [[artificial intelligence|AI]] [[governor]]s that automate the micromanagement of a colony's build orders, but players criticized these governors for making poor decisions. In response, developers have tried other approaches to reduce micromanagement,<ref name="IGNGalCivInterview"><!-- -->{{cite web |url=http://pc.ign.com/articles/096/096013p1.html |title=IGN β Galactic Civilizations Interview |first=Steve |last=Butts |date=2001-06-21 |website=IGN |access-date=2008-07-26 |archive-date=2007-09-14 |archive-url=https://web.archive.org/web/20070914162144/http://pc.ign.com/articles/096/096013p1.html |url-status=dead }}<!-- --></ref> and some approaches have been more well received than others. Commentators generally agree that ''Galactic Civilizations'' succeeds, which GamingNexus.com attributes to the game's use of programmable governors.<ref><!-- -->{{cite web |url=http://www.gamingnexus.com/Article/Galactic-Civilizations/Page0/Item260.aspx |date=2006-06-16 |title=Galactic Civilizations Review |first=Tyler |last=Sager |publisher=Gaming Nexus |access-date=2008-07-26 |archive-date=2008-12-11 |archive-url=https://web.archive.org/web/20081211073105/http://www.gamingnexus.com/Article/Galactic-Civilizations/Page0/Item260.aspx |url-status=live }}<!-- --></ref> ''Sins of a Solar Empire'' was designed to reduce the incentives for micromanagement,<ref><!-- -->{{cite magazine |url=http://www.gameinformer.com/News/Story/200802/N08.0204.1124.40421.htm?Page=2 |date=2008-02-04 |title=Game Informer: Thoughts On Sins β An Interview With Blair Fraser |first=Jeff |last=Cork |magazine=Game Informer |access-date=2008-06-23 |url-status=dead |archive-url=https://web.archive.org/web/20080422103753/http://www.gameinformer.com/News/Story/200802/N08.0204.1124.40421.htm?Page=2 |archive-date=April 22, 2008 }}<!-- --></ref> and reviewers found that the game's [[User interface|interface]] made empire management more elegant.<ref name="VanDyk2008" /><ref name="PALGNSoaSReview" /> On the other hand, ''[[Master of Orion III]]'' reduced micromanagement by limiting complete player control over their empire.<ref name="imperialfocus"><!-- -->{{cite press release |url=http://moo3.quicksilver.com/press/0511a.html |publisher=Quicksilver Software |date=2000-05-11 |access-date=2008-07-26 |title=MicroProse's MASTER OF ORION III Takes Galactic Empire Building a Step Higher |archive-date=2008-10-06 |archive-url=https://web.archive.org/web/20081006183701/http://moo3.quicksilver.com/press/0511a.html |url-status=live }}<!-- --></ref><ref name="MetacriticMOO3"><!-- -->{{cite web |url=https://www.metacritic.com/game/master-of-orion-iii/critic-reviews/?platform=pc |title=Master of Orion 3 reviews |website=Metacritic |access-date=2008-06-20 |archive-date=2011-07-19 |archive-url=https://web.archive.org/web/20110719233954/http://www.metacritic.com/game/pc/master-of-orion-iii |url-status=live }}<!-- --></ref>
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