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Patrick Korner: Tempus, Tempus

Howdy again!

Boy, almost missed getting this article in, but hey – I said I’d try and keep regular, and thanks to Metamucil…oh wait, I meant writing regularly.  Oopsie.

Anyways, I’d mentioned at the end of last week’s article that I wanted to write about Tempus this time around.  And so I shall.

My primary conclusion about Tempus?  Here you go:

It’s not really a Civ-type game.  It’s an area majority game with certain Civ-type elements in it.  Those elements serve to dress things up in Civvies (oh, that’s a bad pun), but fundamentally this game is about taking and keeping territory.  And as such, it doesn’t seem to have as many options or paths to victory as a true Civ game should.  Allow me to explain:

Any game that harkens back to the Civilization-type genre should have certain elements: A map to conquer, technology to master, and diplomatic maneuvering that (hopefully) gives you the upper hand.  Well, Tempus has the first (in fact, it’s a modular board that gets set up differently each time), sort of has the second (more on that in a minute), and depends on the players to provide the third – in other words, other than the standard “don’t pick on me I’m losingâ€? mantra, you won’t find too many places to be diplomatically clever.

What I mean by sort of having the second aspect (that is, a tech tree) is that the game progresses through rounds that are marked by having different advances available, which in turn expand the options of the players in terms of the actions they can carry out.  Problem is, all players will always obtain all technology – some might get it exactly one round faster, but that’s it as far as variability between players goes.  So it’s not really a tech tree, it’s a gradually-expanding set of options that actually tends to slow the game down as it progresses because people have more and more choices available to them.

The game is fundamentally simple: You get actions, and you can do various things with them – increase your population, move, conquer, have ideas (i.e. draw action cards), build cities, etc.  All of these things are intended to make you a bigger presence on the board, which is good since the main way you get points in this game is by a) having cities and b) having lots of territories.

The problem arises when the empty spaces run out and conflict is supposed to occur: it’s the classic case of conflict being too difficult to be worthwhile, so it doesn’t happen very much.  There are random cards you can draw which make you nearly invincible on defense, so people tend not to bother with attacks – much easier and safer to just build up cities (which, by the way, are even harder to destroy).  Add the massive potential for unbalanced card draws and you have a game that can feel like a race at the start and then stagnate into a protracted card-drawing battle towards the end – sadly, not quite what I had in mind when I sat down.

Lest you think that I don’t like the game at all, I’ll set the record straight: I thought it was a well-done area majority game with enough of a random element (the cards) and catch-up mechanic (the advancement tweak that always awards advances to players one stage behind the leader at the end of the next round) to appeal to families and casual gamers.  Thing is, Tempus is being promoted as a gamer’s game that scratches the Civ itch, and here I just don’t see it.  Am I becoming a curmudgeon in my old age?  Dunno – but I think I was a victim of hype when it comes to this game.

Games Played

Nothing to report, thanks to being out of town FAR more than I like (not to mention my wife!).  I hope to rectify that next week.

Sorry for the shorter-than-usual column this time around, but time presses and waits for no man and all those great clichés.  I will hopefully having something longer and meatier for you next time – I do have some ideas of what to write about, but I won’t give away any secrets just yet!

Until next time!

pk

© 2006 Patrick Korner


Posted by Patrick Korner on Jul 20, 2006 at 03:00 AM in ColumnistsPatrick Korner / 1660

Comments:

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The first time I played Tempus (at BGG.CON) I thought “The Emperor has no clothes!” But I kept such heretical thoughts to myself.  As you say, Tempus is an area majority game.  The difference here is that it has a “Civilization” theme pasted on.  It’s not really a “Civ” game, but it pretends to be one.  Is it a good game?  One play isn’t enough for me to decide, but one play was enough for me to dicide that I didn’t absolutely have to have the game.  (A good thing too, given the delivery delay...) Tempus is not a bad game, but coming from Martin Wallace, it is something of a disappointment.

Posted by Kim Beattie on Jul 20, 2006 at 09:01 AM | #

Well, that’s disheartening… As a fan of Civ style games, the political/diplomatic maneouvering isn’t my favorite part of the game, so I won’t miss it that much.  However, the scariest comment I read was “The problem is, all players will always obtain all technology"… if there isn’t an opportunity to specialize in some way to gain an advantage for a given style of play, I will miss it.  Not exactly a huge strike against the game, but more of a failure to earn a bonus in my book.

Posted by Matt J. Carlson on Jul 20, 2006 at 11:04 AM | #

Maybe the “I already do Civ” audience isn’t the one this game is aimed at.

People who don’t play civilization games on a regular basis seem pretty happy with Tempus (based on BGG.CON).  People who are civ fans---I could see them being less happy.  The game doesn’t follow the typical “rules” of that genre.

I was pretty happy with the game (my one play at BGG.CON).  I followed up later with Antike, and am pretty happy with that game as well.  Both are games that civ fans seem to snub, but they are both very good games nevertheless.

Are they real civ games?  Well, what is the definition we’re talking about here?  As far as I’m concerned, as the theme and the mechanics are both about civilization, they are civ games to me.  Whether there are tech trees or diplomacy doesn’t really matter unless you’re talking about a very well-defined subset of games that use the same skeleton.

It’s the same argument that people use to say that Ticket to Ride is not a “real train game”.  To people in general, it doesn’t really matter.  They’re about trains.  They have mechanics that make sense when applied to trains.  Whether they really stick to the 18xx framework is another question entirely.

If Civilization didn’t exist and 1876 was never made, would people diss them as not following the Tempus or Ticket to Ride frameworks if they showed up later?  Yup.  Silly humans.

As for the Tempus version of technology and everybody reaching it.... knowing when to make the leap and when to hold back is important.  You want to make the most of the leap---and the fact that everyone catches up later means that you can’t monopolize your footing for very long.  You have to keep moving.

And really… that’s very civ-like to me.  Once you discover paper, a century passes and everyone else will have it.

Tempus is not a traditional civ game---and I don’t think it was ever meant to be.

Posted by Ava Jarvis on Jul 20, 2006 at 12:10 PM | #

Going into any experience with the wrong expectations can be disappointing.  I played Tempus recently with very little in the way of expectations, just that Rick thought it was good, and it was civ-ish.  I have never played a civ game, so the fact that it was civ-ish by reputation meant very little to me, and gave me no undue expectations.

From this point of view, the debate seems to be missing a crucial point.  The reason to mention civilization seems to motivated more from theme than mechanics.  The real meat of the civ game mechanics are abstracted out, and hence largely enter the picture as thematic content.

That’s not to say that there are no civ-like mechanics, as noted by PK there are --at least-- some, but by design the game does not endure the usual maelstrom of mechanics found in a civilization game.  Instead you have a clever area majority game, with some notably expensive options for combat, and a very solid civilization theme.

Ava-
I understand your desire to argue semantics, and I agree with just about everything you said, but I feel the need to examine one thing you said:
“To people in general, it doesn’t really matter.�

While I agree with this statement, it really doesn’t address PK’s concerns, this forum is by no means frequented by ‘people in general’.  In fact this particular site feels more like a club house for the elite gaming geeks (myself excluded) than anything resembling an open public forum.  This feeling is further enforced by the membership fee required to post comments here.
I know I am straying far from your comment, but when Rick states that “Tempus is a conquest game.�, and “This is a civilization game stripped down to the basics� it stands to reason that a fellow geek might have expected more from the game.

As far as analogies go I would say this is similar to the debate over Memoir ‘44 being a war game or not…

Posted by Jonathan Benjamin on Jul 20, 2006 at 06:18 PM | #

Jonathan, I hope this site is being read by more than just the elite geeks (I could argue your terminology, but I know who you mean, so I won’t).  True, the vast majority of the comments are made by a handful of people, but that doesn’t mean those are the only people accessing the site, particularly since a subscription is necessary to do it.  The letters written to the old Games Journal website only came from a few sources, but the readership was much larger.  From what Rick has told me about hit statistics, there are many more folks checking this site out than just the ones making comments.  I’d be pretty disappointed if I thought I was only writing for a couple of dozen people.

As far as game categories go, everyone seems to have their own opinion about them and most of them are different.  Suffice it to say that I think “train games” covers more than just 18xx and crayon-rail games, but it doesn’t include every game that deals with choo-choos.  So I consider Stevenson’s Rocket a train game, but not Ticket to Ride.  With luck, there might be one person out there who agrees with that.

Posted by Larry Levy on Jul 20, 2006 at 06:34 PM | #

Don’t pay too much attention to me Larry, I mostly just like the sound of my own voice… or the sight of my own words…

In the spirit of Colbert I would like reiterate two things:

“this site feels more like a club house for the elite...”

“This feeling is further enforced...”

It doesn’t matter if, in fact, there are millions of common folk coming to this sight in droves to marvel at the minute distinctions we geeks like to make between a train themed game, a game with trains, and a train game.  The truthiness of the matter is that it feels like a geek club. This is not necessarily a bad thing, though it is a bit intimidating.

If there is one thing you should know about me it is that my tongue is permanently lodged in my cheek, and I only ever agree with half the things I say…

-JonBen

Posted by Jonathan Benjamin on Jul 21, 2006 at 01:02 PM | #

I have a quibble with applying the term area-majority to Tempus.  My concept of area majority is that many people could have presence in an area, but the more you have relative to others, the more privileges you have.  This privilege is typically VP, but it could be voting or other benefits.
Using this definition, Tempus is not an area majority game.  It is really a wargame, IMO. 
As to the tech tree or lack thereof, I really like the catchup mechanism.  It keeps people in the game and it feels authentic.  It doesn’t serve to allow players to differentiate their empire.

Posted by Scott Russell on Aug 23, 2006 at 09:42 AM | #

I am starting to feel like I should throttle the next person who says they dislike Tempus “because it fails as a Civ Lite game”.

Who in tarnation cares if it is a “Civ Lite” game, an area control game, or a game of ping-pong as long as it is fun?  I sure as heck don’t.  I think it is a terrific game, and I couldn’t give a rats’ behind what genre it’s in.

If you don’t think it is fun that is one thing but I think the poor game has really suffered for people’s totally screwed up expectations of it.

(Note: This isn’t aimed at anyone in particular.)

Posted by Anye Mercy on Aug 23, 2006 at 12:32 PM | #

Excellent point, Anye.  I was excited by the term Civ Lite as I would enjoy a game of that sort.  However, Tempus is not that type of game (by my criteria).  Thus I am less excited by it, but will have to judge it on its own merits.  Many people were initially excited by its similarties to a Civ-Lite type of game, and that got me excited until I realized it really isn’t that type of game.

It is now in the general category of “game” in the large sea of new games out there, so we’ll have to see if I am able to find the time and opportunity to try it out.

Posted by Matt J. Carlson on Aug 24, 2006 at 07:03 AM | #

The dream and promise of a “Civ-Lite” hangs over a bunch of us who were fans of the classic Civ.  It’s become good marketing to pitch a game as such, although it can certainly backfire.

While many games may not be intentional attempts at a Civ-Lite, there are always expectations that this or that game will be it, the grail: Civilization, with diplomacy, trading, conquest, various paths of Civ advances, and a sneaky calamity here and there-- that can be played in under 3 hours, with up to 8 players, and a free chocolate cake delivered by Knizia to your home on your birthday.

Is it just me, or is the trading and set collection in the old Civ still pretty unique, especially with the risk of calamity cards.  That was one of the funnest aspects of the game, along with the various Civ advances.  It seems that a lot of games that people hope are Civ-Lite end up being more an area control game moreso than anything else.

Posted by Ogdred Weary on Aug 24, 2006 at 11:43 AM | #

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