{"id":1409,"date":"2011-01-24T20:49:22","date_gmt":"2011-01-25T04:49:22","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=1409"},"modified":"2016-12-07T13:42:12","modified_gmt":"2016-12-07T21:42:12","slug":"eufloria","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/1409","title":{"rendered":"Eufloria"},"content":{"rendered":"<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/01\/eufloria-battle.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/01\/eufloria-battle-300x217.png\" alt=\"The zoomed-in view\" title=\"The zoomed-in view\" width=\"300\" height=\"217\" class=\"alignright size-medium wp-image-1411\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/01\/eufloria-battle-300x217.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/01\/eufloria-battle.png 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><em>Eufloria<\/em>, like <a href=\"\/stack\/archives\/1287\"><em>DHSGiT<\/em><\/a> and <a href=\"\/stack\/archives\/586\"><em>Crayon Physics<\/em><\/a>, is a game that I remember trying out in its more primitive pre-release stages, back when it was called <em>Dyson<\/em>. It&#8217;s essentially a slow-paced minimalist RTS, the sort that breaks everything down to its bare elements and then rebuilds them in a slightly different direction.<\/p>\n<p>The setting is an agglomeration of circular &#8220;asteroids&#8221; sitting in a plane. On these asteroids grow fractal trees, and the trees are your fortresses and the source of your armies. They produce &#8220;seedlings&#8221; which are essentially little spaceships or fighter jets that go into orbit and harry intruders. You can send seedlings to other asteroids within a certain range, where they&#8217;ll do battle with any other plant empires present so you can claim the territory for your own and plant more trees. Planting trees uses up seedlings, so there&#8217;s a balance to be maintained between future growth and current numbers.<\/p>\n<p>There&#8217;s a bit more to it than that, but that&#8217;s the core gameplay. I don&#8217;t know how much depth it adds, but I understand that there are game elements to be introduced that weren&#8217;t in the simpler version I played back when. That was one of the two basic criticisms of the original: that it was too simple, that there wasn&#8217;t enough tactical variation for it to be interesting. So I think that&#8217;s been fixed somewhat. The other criticism seems to still be in force. This is a game that lets you zoom in and out with the scrollwheel, from a wide schematic view of the entire level down to close enough that you can count the leaves on the trees. There&#8217;s a certain austere beauty to the zoomed-out view, where the seedlings shrink to dots and, <em>en masse<\/em>, flow like liquid, but it&#8217;s definitely at its prettiest when you&#8217;re zoomed in and can see the fractals and the individual seedlings going about their business. But &#8212; here&#8217;s the criticism &#8212; the game doesn&#8217;t really give you a reason to do so. You don&#8217;t get useful information from tree-gazing, and there&#8217;s no micromanagement to be done that you can&#8217;t do as effectively from the zoomed-out view.<\/p>\n<p>And at this point, I find myself asking how this observation jibes with <a href=\"\/stack\/archives\/1079\">my comments about <em>Bioshock<\/em><\/a>. There, it struck me as wrong-headed to complain that the game didn&#8217;t force the player to appreciate all it had to offer. Why do I feel like the same complaint is more legitimate here? I think it&#8217;s mainly a matter of interactivity. My colleague who felt that <em>Bioshock<\/em> was stupid had refused to take advantage of the options it gave him. In <em>Eufloria<\/em>, unless there&#8217;s some mechanic I&#8217;ve yet to see introduced, there are no such options. The zoomed-in view is purely cosmetic, like clicking on individual troops to learn their names in <em>Powermonger<\/em>, only less story and more simulation.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Eufloria, like DHSGiT and Crayon Physics, is a game that I remember trying out in its more primitive pre-release stages, back when it was called Dyson. It&#8217;s essentially a slow-paced minimalist RTS, the sort that breaks everything down to its bare elements and then rebuilds them in a slightly different direction. The setting is an [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27],"tags":[453],"class_list":["post-1409","post","type-post","status-publish","format-standard","hentry","category-rts","tag-eufloria"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1409","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=1409"}],"version-history":[{"count":4,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1409\/revisions"}],"predecessor-version":[{"id":4763,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1409\/revisions\/4763"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=1409"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=1409"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=1409"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}