A couple months ago I was proudly telling people how much progress I was making on Pleck’s Mart. Heck I was logging at least—at least—a couple hours every day adding to the code base and debugging the game and making art and then sitting at the cafe writing story for the damn thing.
I also wrote a couple months back about how I made some silly choices around leaning into a dead-end part time job that was supposed to round the rough edges off my days but instead wrapped me up into grocery store drama and derailed a bunch of personal motivation in my off-hours, plentiful tho they were.
In short tho, I haven’t been coding for about two months now.
Sadly. Realistically. Frustratingly.
There is a mental wall in the way, if I’m being honest, because (a) I was just coming up on a challenging bit of code, (b) a new version of the engine came out in the intervening months, and (c) it’s kinda sorta summer and (d) I should be spit-polishing my resume and not making video games.
But then I went to Game Con this weekend.
A couple things happened, very passively to be honest, but they happened at Game Con nonetheless.
First, I got to wander around and talk—actually chat with and talk to—other indie game developers. That’s big. There’s a hundred reasons to go to a convention linked to your hobby, but seriously on or close to the top of that list of reasons should be the simple fact that hanging out with likeminded individuals is inspiring for another long list of reasons. There is a community. There are organizations boosting these efforts… locally. People have trod this path before us and are coming up the path behind us, and that means something.
Second, I got to finally have a chat with Chris. We’ve been friends for over twenty years now, hung out countless times, vacationed together, stood atop a mountain peak in the sun, and rung in the new years nearly every year of that twenty. He is a legit developer. I mean, he professionally codes for a living, has a business, does community building, and that list goes on. And I sheepishly gave him access to my github repo. We finally got to chat, hanging out in the halls of Game Con, playing some board games and poking at the demo booths, and he wants to help with Pleck’s Mart. What’s our next step, he asked.
So, it’s monday morning after the gamer inspiration weekend and I’m looking down the day at a question of not if I go down into the basement today to write some code… but when.
What is the next step?
As ever, it’s one problem, one line, one version at a time. And if nothing else, looking for that lost momentum.
I mean, I didn’t pay for it. I ordered it using points. AirMiles(TM). So it wasn’t strictly free because, I mean, those points have a kind of real and tangible value, but they are not money in the sense that I could buy anything but whatever random crap is listed on their catalog on any given day. I didn’t pay for the game, I guess is what I’m saying, and using points made it feel like something I got for free (even though I didn’t really, I suppose) and I mention it because I’m still very torn on how I feel about this latest insallment in the Civilization series inasmuch as I’m feeling pretty smug about not having spent real cash on the game.
I’ve been playing Civilization VII.
And shortly before that I had been playing Civilization 6, which was both a mature game which had been tweaked and refined and bug-squashed long since, and which I picked up up for literally a few bucks on a big digital sale lowering the stakes dramatically for what turned out to be an excellent purchase and investment of my gaming time.
And? Before that I’ve played every other installment of this game going back to the original in the 90s.
All this is just me setting the stage and suggesting my bonafides when it comes to a player of this particular game series and type.
If you’ve never played a “Civ” game let me elaborate as best as I can bring it down: It’s like a big game of Risk on a huge interactive video game map of a randomly generated world—except rather than just rolling dice and moving armies you need to build the cities and grow the economies to raise and support those armies, ensure that they have resources to fight, negotiate diplomacy with other societies, fend off natural disasters, counter religious uprisings, research and build new technologies and so on and on and on into a kind of complexity that is hard to explain in a single paragraph.
Look up 4X games which stands for eXplore, eXpland, eXploit, and eXterminate, and which in a vague sort of way truly summarizes the core of the gameplay.
I play Civilization and have played it for pretty much my entire adult gaming life as a kind of slow, serious, strategic gamer’s pursuit. Civilization is like the chess of the video game world: that is to say a lot of people take it serious as f.
So it is a big deal when a new installment ships. Civilization VII shipped just a few months ago in early 2025 and generally—well—people hate it, frankly.
Personally I’m torn.
Here’s the thing about that. I play it with seriousness, but I am not serious about the game. I just dabble in seriousness, and in saying that my stake in the game is not about the fine-tuned mechanics of a elaborate and complex simulator leveraging the raw strategy of a well-honed plan of tactical gamers pursuit vibes. I’m just playing to go with the flow. I don’t just click and click and click some more. I think about my moves, but I guess what I’m trying to say is that on a scale of hard-core Civ-ness, I’m like a 4 out of 10.
I’ve played three games of Civilization VII since I got it for not-exactly-free from my reward points, such a middle aged dad thing to do by the way, ordering video games on a physical disc using your airline rewards, and three games in I’m like… hmm… uh… yeah. It’s… okay. I mean, I like the innovative thinking. I like that game companies are trying new things. I like that this is more than just an updated graphics engine smeared over the old engine. It is a new approach, and that is a awesome and we should all celebrate risk taken in the name of advancing new ideas and updates.
But there is a hitch—and an itch I can’t quite scratch.
The game is—I dunno—bumbling.
There is just something about it that I haven’t been able to put my finger on. It’s as if the game is simultaneously too complex for its own good and yet insufficiently rigourous in allowing the player to control all that complexity. There is stuff that happens, automatically, behind the curtain, out of sight, that I just simply don’t understand as I’m playing. And I write this not as a good veil-of-war kind of sense where such secrecy promotes strategic play: I say in the sense of it sometimes feels, just feels, like the game is playing itself and that I am reduced to little more than button mashing the turn meter forward. It just bumbles along, tap, tap, tap, bumble, tap, tap, tap, bumble—and I’m left thinking, like, am I playing this or watching it play? And that is the type of game that leaves you with a kind of vague emptiness when you’ve progressed far enough along.
It likely doesn’t help that I’m playing this on Playstation, to be honest. On a desktop I assume I’d do more mouse-hovering and poking around the UI to see what I was missing, read the help tips, or something. So is it a UI issue or a game issue or a hand-holding issue or—I don’t even know what is bugging me. But as it stands, I got the PS5 version with points not the other one, so that’s what I have been playing.
Or should I say watching?
And even though I write all this I still want it to be good. Maybe I write all this because I want it to be good. This is a beloved franchise. This is a piece of my gaming persona. This is my chess.
I’m just torn on if I like it or not—and actually a little bit glad I didn’t really pay for it, either.
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