The last time I looked at false choices in game design, I talked about options that were across the board weaker than your other available options rendering the choice meaningless. For today’s post I want to expand on that discussion with a talk about the same problem but from the opposite end of the spectrum when a choice is too good.
The Civilization series from Firaxis and Sid Meier have been one of the long standing foundations of PC and turn based strategy game design. With Civilization Beyond Earth, the series for the first time moves off of planet Earth and explores the world of Science Fiction. But despite the new coat of paint and locale, the game can’t escape the orbit of Civilization 5, for better and for worse.
Rise of Nations Extended Edition was released recently and marks the return of in my opinion one of the best strategy games ever made. Since the game came out in 2003, we’ve seen a number of major RTS series released. Starcraft 2, Wargame, Supreme Commander and so many more.
Yet when I think about my favorite RTS and the one that did so much right, Rise of Nations takes the crown with mechanics that to this day should have been seen in other strategy games.