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I would buy this just to support non-freemium gaming, but this game genre isn't my cup of tea. Glad to see another $15 game on the App Store though. We will need more quality content that is priced fairly before the majority of AAA studios begin taking the platform seriously. I think the trickle down effect will be more games available on the Mac too.

I wish Apple would create a section of the App Store solely for high-budget, AAA titles. This section would have prominent position on the store and a minimum price point of around $30. Once a game reaches a "Gold" level status (such as a million units shipped) then the developers can lower the price down as low as $15. Pricing models like this work well on consoles, but this is kind of the reverse of the traditional model. For instance, Microsoft introduced Xbox Live Arcade to provide a way for indie developers to get their content on the Xbox at a lower price. The App Store started organically around indie content at a lower price and now needs a premium store for AAA console level content. I'm hopeful the future of Apple TV involves gaming with the new iOS game controller support. The graphics capability of an A8 chip should be around the quality of the Wii U, Xbox 360 and PS3. If they can increase the cores and graphics processing units then it might be even higher. Having something like that baked into a set-top box at a decent price point is huge. I'm just not sure how much performance they can squeeze into the machine at $99. Perhaps there should be two models? But that would just divide the market and make it less likely that developers would make games for Apple TV. Though if the games could be loaded directly from the iPhone (since both run iOS native) and the iPhone is 16:9, then perhaps it wouldn't be much of an issue because the support would be built-in?
 
Unfortunately the maps are still tiny. Civ Revolution was a fun game, but the portable always felt like a "lite" version since the map was so small. With the very specific device requirements and the discontinuation of the console version I was harping that the 1 improvement they made was to map size....nope same as before. As someone else said, this is just a new skin on the same game; nothing in the mechanics or gameplay seem to have been improved. Oh and the Tech Tree seems to have gotten worse (no tree any longer, just a grid of tech with no indication of how they interconnect).
 
I have always liked civilization for the iPhone because it was simple and easy to play. In fact, it was the reason I got civilization v and instantly felt comfortable with it on the first play through. Civ for iphone helps sell it's older brothers for PC and mac

However, I'm somewhat disappointed that after so many years, the artwork hasn't changed significantly. With all the gpu power of the 5s, 2k could have made the graphics more realistic instead of cartoon like, but this is minor.

In terms of it being 15 dollars, it sounds high but back in the day, a gameboy or ds game for that price was considered a steal. Also it isn't a simple and mindless game. On the other hand, I think it is funny that I was able to get civ 5 and gods/kings from steam for $13.
 
Huh? PvZ2 is a model of how to do freemium right. I've spent a grand total of £0.00 in that game and I've completed all of the content to date.

In fact if there's anything wrong with the game, it's that it's just too easy to beat and unchallenging. So there's no incentive to actually spend $/£/€ for boosts etc.

I don't like the idea of "cheating" in games which is what fermium purchases sometimes feel like.
PvZ2 doesn't really sound like "freemium", then. Many games offer the choice to speed up the game with real money purchases. I wouldn't call Infinity Blade freemium, for instance.

Freemium means game play is stopped or significantly hampered by not paying IAPs just to move along.
 
Freemium means game play is stopped or significantly hampered by not paying IAPs just to move along.

No, not necessarily.

Freemium means the product is offered free, with some kind of "value add" purchases available. In the case of games, that could be additional content, units, lives, in-game currency, or whatever.

If gameplay is stopped or hampered by not paying up, it's a crappy way to do freemium and will probably just put off users. There's plenty of "good" ways to do freemium that don't involve making the product suck. PvZ2 is an example of a game that gets freemium right.
 
2K everyone

I don't really think that this game looks too good. I'd rather play Civ5… That said, I think 2K is the coolest publisher on iOS right now. A lot of people talk about console level **** on iOS, and moving away from the freemium model, but 2K is actually doing some things. I mean, there was XCOM and now this. XCOM was even 100% (minus a few maps) true to its PC/Mac/Console counterpart.
 
The price isn't an issue but the ridiculous bait and switch they pulled with the original is. They original launched without IAP as a premium title commanding an above average price.

After a while they patched in a bunch of game breaking IAP that the computer had access to while you had to pay. So either you got thrashed by the CPU equivalent of the whales in iOS card games, or you coughed up extra cash for IAP in the game you already bought at a premium price.

I wouldn't trust these people with a dime.
 
Firaxis should just port Civ V to the iPad, just like they ported XCOM. Same game, no dumbing down.
 
Anybody have an English-English dictionary?

Doesn't the American English dictionary on iOS/OS X include British phrases?

Pants means not very good. I have no idea why, maybe the person who came up with it really doesn't like pants.

But then, does that mean pants in the traditional American sense, or pants in the traditional British sense?

Sod it, I'm learning French.
 
I dont get why people balk at the price.
I'll gladly pay premium price
for an established developer with proven track record or unique IP.
Now all these other apps that expect to us to pay out the nose? Get lost.
 
and people wonder why everything is freemium nowadays.:rolleyes:

I started playing Asphalt 8 and Plundernauts recently. Both freemium, both good fun. I even bought some IAP in A8 to support the developer even though it wasn't necessary to progress. Then A8 introduced 'cooldown' timers to force you to buy currency. Goodbye A8. Plundernauts is worse - I'm waiting over 3 days for my ship to be ready, while others report 10 day waits? Aren't games supposed to be FUN? You can buy currency packs - up to 90 euros in Plundernauts. Buying cars in A8 can cost up to 70 euros. Just for one car!

Give me a quality 15 dollar game any day!
 
Everyone wants something good, for next to nothing or for free it seems. If it isn't loaded with in-App purchases or adds, and it entertains me for a good number of hours, this price is fair. I pay $12 for a 2 hour or less movie. This has far more entertainment value per dollar than many pass-times. I am tired of the free games, that are polluted with adds and can't be completed without a purchase
 
I would buy this just to support non-freemium gaming, but this game genre isn't my cup of tea. Glad to see another $15 game on the App Store though. We will need more quality content that is priced fairly before the majority of AAA studios begin taking the platform seriously. I think the trickle down effect will be more games available on the Mac too.

I wish Apple would create a section of the App Store solely for high-budget, AAA titles. This section would have prominent position on the store and a minimum price point of around $30. Once a game reaches a "Gold" level status (such as a million units shipped) then the developers can lower the price down as low as $15. Pricing models like this work well on consoles, but this is kind of the reverse of the traditional model. For instance, Microsoft introduced Xbox Live Arcade to provide a way for indie developers to get their content on the Xbox at a lower price. The App Store started organically around indie content at a lower price and now needs a premium store for AAA console level content. I'm hopeful the future of Apple TV involves gaming with the new iOS game controller support. The graphics capability of an A8 chip should be around the quality of the Wii U, Xbox 360 and PS3. If they can increase the cores and graphics processing units then it might be even higher. Having something like that baked into a set-top box at a decent price point is huge. I'm just not sure how much performance they can squeeze into the machine at $99. Perhaps there should be two models? But that would just divide the market and make it less likely that developers would make games for Apple TV. Though if the games could be loaded directly from the iPhone (since both run iOS native) and the iPhone is 16:9, then perhaps it wouldn't be much of an issue because the support would be built-in?

This game is actually an example of why we don't want to see this. It is AWFUL. I'm annoyed I can't get the money back. What makes it awful? I already own Civ Rev 1. It is the same exact game, without multiplayer, and it is difficult to control what you want to do.

Subsequently, I'm back playing Civ Rev 1. Which was initially $10 I believe anyway.

So go out and buy this simply because the price is high. See what you get.
 
For games, the right approach is to offer very feature limited game for free (enough for players to get a feel for it) then unlock full content for an appropriate price.

In turn, Apple needs to redesign their App Store to show such pricing model.
 
I really loved the original CivRev - I absolutely played it to death. I actually bought it twice - once for iPad, once for iPhone; that's how much I loved it.

This new version is total pants. It is the exact same game as the last version, wrapped in a new and very, very awkward to use 3D shell. The selection and movement interface is really awful - you never really know what your tap is going to do (am I going to select the unit I tap on, or is there some other unit selected that I can't see and I'm going to command them to trek across the world to here?). That makes it really slow and difficult to actually play the game.

At the same time, they haven't expanded at all on the limitations of the original CivRev. There are no new gameplay mechanics (like Religion) or more complex diplomacy options (like defensive pacts, alliances, or open borders), and you still can't destroy cities.

This is clearly just a new skin on the existing, very old game. The AI is exactly the same; it's just as predictable as before. Every civilisation you meet will declare war on you - no matter how far away you are (even if you have no borders or are totally inaccessible from their region), how much bigger or stronger you are. It gets tiring quickly, and CivRev players learn to avoid other civilisations very quickly. That still happens in this game.

In short: I am massively disappointed. This is a 3D skin update for the original, tired CivRev. It's actually been made a significantly worse game by the new control system. Save your money and buy the original - it's much more enjoyable.

On one level, this makes me sad. On another level this does save me the $15 (or more) I would have gladly paid for a better, more complex CivRev game. I didn't need Civ V levels of gameplay, but I did need something more than the current CivRev.

Heck, I would be jumping for joy if you just adapted Civ II to work on mobile devices.
 
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