DeadlyYellow said:
Tiamat666 said:
I think you missed the Sim City/Settlers/Caesar/Populous type, real-time "build and expand" games.
Just a derivative of the Four-X style of game, no?
Not entirely. There is no overt conflict in Sim City; as long as you don't expand too quickly, the city is never in any real danger. It's more like half of a 4X game.
Though I'm saddened to not see Master of Orion on that list, I can see why: Civilization bumped it off for brevity's sake, and it's questionable which one contributed more to the genre at the time of release. Granted, we remember Civilization more clearly than Master of Orion, since MOO crashed and burned on the terribly disappointing, unfinished third game (which in itself had a cluster of good ideas; just no cohesion to hold it all together).
For the sake of journalism and reader-recognition, Civilization was the better choice, and it isn't undeserving either.
But holy crap was MOO1 years ahead of its time.
It has (STILL) one of the most savvy AIs in gaming to date. It thinks more strategically than most AIs in the entire genre, which tend to form a secret alliance against the player or slave themselves to other diplomatic shenanigans, making them very easy to manipulate.
(Civilization 3 is especially guilty of this; whose AI would march game-winning Death Armies across the world to attack an undefended city of no real strategic value, or let them get slaved to daisy-chain tech brokering that could actually make the hardest difficulty easier than normal since the AI could inadvertently do all the heavy lifting for the player in researching new tech)
MOO1's AI is ruthless, conniving and scariest of all, it calls bluffs (actually, I've had it make bluffs too in the form of bribes and vague threats). It calculates its odds of winning in advance and sends fleets off decisively, rather than just pissing away its resources in endless brush wars. Its "Cold War" can be every bit as brutal as "Hot war".
Sirian did an excellent series in explaining MOO1, but the website has long since fallen into obscurity; only partially retained via The Wayback Machine. MOO2 was an excellent sequel that popularized the combat, but the raw strategic elements (rather than the micromanagement that would later plague the genre) were best done in MOO1.