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Don't buy it.
- The turning earth in the background contributes absolutely no useful information and is just eye candy. It doesn't provide an overview, it's not prciese and it's not visible anyway when you do make decisions.
- Every turn I'm forced to sit through a bunch of news flashes that I either can't influence or am already working on.
- In contrast, when I do need that information it's nowhere to be found, for example the support map. There's no overview that allows me to compare different regions for all but a few variables.
- When I find that I need extra personnel, I need to exit the regional view, go to a world map to add personnel regionally, then return to the regional view. This is pointless clicking, as the only restraining factor is money and the other regions don't matter.
- The policies are presented as a randomly mixed row... seriously? At the very least make different rows for each category
- You can't see which policies you already have implemented, not regionally and not globally, for example you can't see how widely vegetarianism is spread.
- The cards don't inform the player about what they do: which variables they will influence, to which extent, when they will be finished, etc. This is essential information in long-term planning.
And don't give me the "acquired taste" and "you don't have to play" crap, criticism is useful. Trial and error doesn't work in this game because you get no feedback. Recommending that the player opens some of the internal files (basically uninterrupted text in wordpad) to help them out, just illustrates what a complete failure the interface is.
I really liked Chris Crawford's Balance of the Planet, which most likely inspired this game. The problem is that Balance of the Planet is 20 years old, and its blocky interface with "matrix printer" style font is STILL ten times clearer and more responsive than Fate of the World's. With Balance of the Planet, you can actually notice the different effects of decisions you make.
There are news reports that give you immediate feedback on any policy you use. Stat Telemetry doesn't give you anything on vegetarianism, the news section does.
After each turn there is an annual emission summary and you can see which countries are of concern.
The rest of it is in the Stat Telemetry section, everything you need is like, right there.
There's some clicking to deal with for some pieces of information (maybe 3 clicks) but it's all there in one area or another. Stuff like how the GDP is split (which is important in trying to avoid a financial crash), emissions history (to see whether or not your policies are working), etc.
As for some policies not giving you an estimate of their completion, yeah I'd understand your point, it'd be nice to have an estimate on when it'd finish but it's not a big issue for me at least.
The only thing is it's not a game designed to always let the player win, it deals with the real life issues of how there's resistance to climate change and other things. It is a trial and error game and a game for someone with the attention span and interest in this type of thing.
If I weren't interested in connecting the 'mising' links - what's happening in the world vs what actions I decide on - and because this game is about the future of the environment and the people, at the same time; If I weren't to enjoy these things, I would not have invested my time in it :)
I'm glad this game exists! Even after I finish all scenaios (which I'm doing fairly slowly) and get the achievments, I will sill continue playing it just to fiddle around with new policies and new courses of action to take :D
Emissions fluctuate from turn to turn, and typically there are several events and policies going on in a region, you can't base 5-turn policies on the feedback you get there. Still, why not add a simple map mode instead of forcing us to watch the news again?
No, I can't see how the policies affect the stats, neither the projected nor the accomplished changes.
That's not an intutive interface.
A simple table comparison between regions is impossible.
Don't confuse disappointment with the interface for a short attention span. This game has excessive eye candy and a lack of policy options. Half the cards could be replaced by a tax-and-subsidize system that let's you either tax or subsidize specific energy sources or economic sectors: that would declutter the card pool and give a much finer control (and more potential revenue sources) to the player instead of artificially limiting you to the quantity as defined in the card. Arguably reality doesn't allow such totalitarian control, but I would be fine with a inefficiency penalty when trying to make changes that are too large or in too many areas at once.
As I said, Balance of the Planet was better in crucial aspects. In particular the ability to change the assumptions behind the screen was very educational (different biases: eg. fossil fuels are abundant/scarce, nuclear is safe/dangerous, etc.).
For his example of Vegetarianism, it's a pretty big problem. Even if you wanted to obscure the fact that Vegetarianism had a fixed 15 or 20 year or whatever implementation duration, you could still show the data in other ways to give the player an indication of what was going on. If the Agriculture screen exposed the breakdown between "Ranch" workers and "Farm" workers that would be great. If you could access that information specifically by right clicking a card in play or in your deck that would be even better. That sort of information would make it obvious to a player that "Vegetarianism" in this game isn't defined as "eating vegetables" it is defined as "growing vegetables". If you have the ability to play it in one place you would think that you would want to play it in the highest populated region, so that they start eating vegetables they grow locally and import. Instead you play it on your highest agricultural producers because apparently people just buy opaque boxes of "food" and don't care whether it is meat or not.
Cap and Trade is another example of a long-running card that is pretty much completely opaque as to what it's doing while it runs, and the same with the two cards they directly unlock. Although in that case it's worse because those cards last longer and are more expensive. The fact that the information is available in the news is fine, but that only helps that year. The news archive isn't available anywhere (for example, by right clicking on the cards) so if you stop playing a card and then come back to it later it's impossible to know whether that region has had 15 years of implementing Cap and Trade or 40.
Another example that came up for me just today, I was going through all my regions to see whether they had transitioned to electrical transportation. All of those cards were either in play or missing from the deck, so we're golden! Until I noticed that several regions were still using fuel oil. After quite a bit of graph and card searching it became apparent that any region with low infrastructure (ie where you can still play the Transportation Improvement card) doesn't have the Electric Car card available. If you could look at all of the cards that had been completed in that region (sort of like how you can look at the tech tree) then you couldn't make mistakes like that.
I still really like the game, don't get me wrong, otherwise I wouldn't be spending time writing about it's flaws, I would just uninstall it and move on. I can't find the date for their last update, so I don't know if they are still supporting it, I kind of wish that it was open source so that I could polish it up myself.