4X
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[[Image:Civ2.jpg|right|thumb|''[[Civilization II]]'' is a prototypical example of a 4X [[Strategy video game|strategy game]].]]
'''4X''' is a [[video game genre|genre]] of [[strategy video game|strategy]] [[video game]] where players must '''"eXplore, eXpand, eXploit, and eXterminate."''' This term was first used by [[Alan Emrich]] in his September 1993 preview of ''[[Master of Orion]]'' for ''[[Computer Gaming World]]''.<ref name="Emrich1993" /> Since 1993, other game commentators have adopted "4X" to describe games which follow a similar pattern.<ref name="DeafGamersSUDG" /><ref name="MobyGames4xDef" /> One well-known 4X game is [[Sid Meier]]'s ''[[Civilization (series)|Civilization]]'' series, which has sold over 8 million copies.<ref name=civsales>{{cite web | last =Martin | first =Matt | title =Grand Theft Auto series has sold 66 million units to date| publisher = gamesindustry.biz | url =http://www.gamesindustry.biz/content_page.php?aid=34033 | format =HTML | accessdate =2008-03-23}}</ref>
4X games are noted for their deep, complex gameplay, which includes a strong emphasis on economic and technological development as well as a range of non-military routes to supremacy. This can cause 4X games to take longer than other strategy games, often requiring more than one playing session. Since the amount of [[micromanagement (computer gaming)|micromanagement]] required to sustain an empire scales as the empire grows, 4X games are sometimes criticized for becoming tedious by the end of the game.<ref name="MOOmicro"/> As a result, several games have attempted to address these criticisms by reducing micromanagement.<ref name="MetacriticGalCiv" /><ref name="PALGNSoaSReview"/>
The earliest 4X games borrowed ideas from [[board game]]s and from 1970s [[Text-based (computing)| text-based]] computer games.<ref name="gamespyHistory"/><ref name="TealeavesStarSonata" /> The first 4X games were [[turn-based]], but [[real-time strategy|real-time]] 4X games have been released as well.<ref name="DeafGamersSUDG" /><ref name="gamersinfointerview">{{cite web | first= Sean Michael |last= Whipkey |url=http://www.gamersinfo.net/index.php?art/id:1753 | publisher=GamersInfo.net | title= Interview - Producer Blair Fraser of Sins of a Solar Empire | accessdate=2008-06-23}}</ref><ref name="4XandRTS" /> Around the mid-1990s many 4X games were published, but in the late 1990s the [[real-time strategy]] genre outsold them, and for a few years publishers regarded 4X games as commercially risky. In the new millennium, several 4X releases have been critically and commercially successful.
==Definition==
[[Image:moo2GalaxyAndSystem400.png|thumb|right|4x games such as ''[[Master of Orion II]]'' let empires explore the map, expanding by founding new colonies and exploiting their resources. The game can be won by exterminating all opponents.]]
The term "4X" originates from a 1993 preview of ''[[Master of Orion]]'' by [[Alan Emrich]], where he rated the game "XXXX" as a pun on the XXX rating for pornography.<ref name="Emrich1993">{{cite news | last = Emrich | first = Alan | title = MicroProse' Strategic Space Opera is Rated XXXX | language = English | publisher = Computer Gaming World (Issue #110) | date = 1993-09 | accessdate = 2008-05-21 }}</ref> The four X's were an abbreviation for ''explore, expand, exploit, exterminate''.<ref name="Emrich1993"/> Other game commentators eventually adopted the "4X" label to describe a game genre with specific gameplay conventions:<ref name="4Xfulldefinition">For sources that go into detail about each of the four X's, see: {{ cite web | url=http://uk.guides.ign.com/guides/818084/page_2.html | title=Civilization IV: Warlords Guide | publisher = IGN | first= J. "PyroFalkon" | last= Habib | date = 2006-08-17 | accessdate=2008-06-24 }}; {{cite web | title = Ironclad Games - Sins of a Solar Empire Gameplay | publisher =Ironclad Games | url =http://www.sinsofasolarempire.com/gameplay.aspx?c=1 | format =HTML | accessdate =2008-06-23 }}; {{cite web|url=http://www.mobygames.com/game-group/4x-games|title=Moby Games' 4x games Group Description|publisher=[[Moby Games]] | accessdate=2008-06-23}}; {{cite web | last = Fleay | first = Lindsay | title =Glossary of RTS terms | publisher = Real Time Strategy Carnage | url =http://www.rakrent.com/rtsc/rtsc_glossary.htm | format =HTML | accessdate =2008-06-23}}</ref>
*''Explore'' means players send [[Reconnaissance|scouts]] across a [[map]] to reveal surrounding territories.<ref name="4Xfulldefinition"/>
*''Expand'' means players claim new territory by creating new settlements, or sometimes by extending the influence of existing settlements.<ref name="4Xfulldefinition"/>
*''Exploit'' means players gather and use resources in areas they control, and improve the efficiency of that usage.<ref name="4Xfulldefinition"/>
*''Exterminate'' means attacking and eliminating rival players.<ref name="4Xfulldefinition"/> Since all territory is eventually claimed, eliminating a rival's presence can be the only way achieve further expansion.<ref name="4Xfulldefinition"/>
Sometimes these four elements of gameplay are described as phases, which often overlap.<ref name="MOO2Retro"/><ref>{{ cite web | url=http://uk.guides.ign.com/guides/818084/page_2.html | title=Civilization IV: Warlords Guide | publisher = IGN | first= J. "PyroFalkon" | last= Habib | date = 2006-08-17 | accessdate=2008-06-24 }}</ref> These phases can vary in length depending on the game design. For example, ''[[Space Empires III]]'' and ''[[Galactic Civilizations II: Dark Avatar]]'' have a long expansion phase, because players must make large investments in research in order to colonize every type of planet.<ref>i. {{cite web | url = http://www.malfador.com/se3.html | publisher = Malfador | title = ''Space Empires III'' Manual v1.10 | date = 1998-01-21 | accessdate = 2008-06-24 }}<br/>ii. {{ cite web | url=http://pc.ign.com/articles/763/763792p1.html | last= Butts | first = Steve | title= Galactic Civilizations II: Dark Avatar Review | Publisher = IGN | date = 2007-02-12 | accessdate=2008-06-24 }}<br />iii. {{ cite web | url=http://www.gamespot.com/pc/strategy/galacticcivilizations2darkavatar/review.html | last=Lackey | first=Jeff | publisher = GameSpot |title= Review - Galactic Civilizations II: Dark Avatar | date = 2007-02-28 | accessdate=2008-06-24 }}</ref>
===Difficulties in definition===
Many strategy games arguably contain a similar "explore, expand, exploit, exterminate" cycle, including non-4X [[real-time strategy]] games such as ''[[Age of Empires]]'' or ''[[StarCraft]]''.<ref name="SOSEdistinct">{{cite web | url= http://www.1up.com/do/previewPage?cId=3157333 | publisher = 1up | title= Sins of a Solar Empire Preview | first = Sean | last = Molloy | accessdate = 2008-06-23}}</ref> But game journalists, developers and enthusiasts generally apply "4X" to a more specific class of strategy games.<ref name="MobyGames4xDef">{{cite web|url=http://www.mobygames.com/game-group/4x-games|title=Moby Games' 4x games Group Description|publisher=[[Moby Games]]| accessdate=2008-06-23}}</ref><ref name="SOSEdistinct"/> Hence, writers have tried to show how 4X games are distinguished from other strategy games by more than just having each of the four X's. Various authorities have stated that 4X games are distinguished by offering the ability to win without extermination, their greater complexity and scale, and their intricate use of diplomacy.
A few sources have suggested that true 4X games must allow players to win without exterminating all opponents.<ref name="SOSEdistinct"/><ref name="MobyGames4xDef"/> [[MobyGames]] uses this requirement to specifically exclude games such as ''[[Warcraft]]'', ''[[Command & Conquer]]'', ''[[Age of Empires]]'', and ''[[Heroes of Might and Magic]]'' from the 4X genre.<ref name="MobyGames4xDef" /> However both ''Age of Empires'' and ''Heroes of Might and Magic'' offer other victory conditions.<ref name="Guide">{{cite book|author=Bruce C. Shelley |coauthors=Greg Street |editor=Brent Metcalfe |title=Age of Empires III Player's Guide |origyear=2005 |publisher=Microsoft Corporation }}</ref><ref>{{cite web | url = http://www.heroesofmightandmagic.com/heroes5/game_manuals.shtml | publisher = Ubisoft | title = Game Manuals - Heroes of Might and Magic 5 | accessdate = 2008-06-23}} </ref>
Other sources state that 4X games involve greater complexity and scale than other strategy games.<ref name="SOSEdistinct"/><ref name=RTSglossary>{{cite web | last = Fleay | first = Lindsay | title =Glossary of RTS terms | publisher = Real Time Strategy Carnage | url =http://www.rakrent.com/rtsc/rtsc_glossary.htm | format =HTML | accessdate =2008-06-23}}</ref> A few reviewers support this view, noting that 4X games are well known for their large detailed empires and complex gameplay.<ref name="galcivGOTY">{{cite web | format = HTML | accessdate = 2008-03-31 | url = http://goty.gamespy.com/2006/pc/index6.html | publisher = GameSpy | title = GameSpy's Game of the Year 2006 - 6. Galactic Civilizations II: Dread Lords}}</ref><ref name="BlogWiredSoaSReview">{{ cite web | url=http://blog.wired.com/games/2008/03/review-sins-of.html | title=Review: Sins of a Solar Empire Sinfully Good | date=2008-03-17 | author=Cavalli, E. | publisher = Wired | accessdate = 2008-06-23 }}</ref>
A few sources distinguish 4X games by their "complex uses of diplomacy rather than the standard 'friend or foe' commonly found in non-4X strategy war games".<ref name="MobyGames4xDef" /><ref name=RTSglossary/> In fact, diplomacy is a major feature of most 4X games.<ref name="diplobundle">Several reviewers refer to diplomacy as a generic 4X feature: {{cite web | url=http://www.deafgamers.com/sudg.htm | publisher = Deaf Gamers | title= Starships Unlimited: Divided Galaxies | date = 2000 | accessdate = 2006-06-23 }}; {{cite web | url=http://www.tacticularcancer.com/content.php?id=29 |author = YourConscience | date = 2006-12-16 | publisher = Tacticular Cancer | title= GalCiv2, SotS, SEV: a 4X Comparison | format =HTML | accessdate =2008-06-23}}; {{ cite web | url=http://blog.wired.com/games/2008/03/review-sins-of.html | title=Review: Sins of a Solar Empire Sinfully Good | date=2008-03-17 | author=Cavalli, E. | publisher = Wired | accessdate = 2008-06-23 }}; {{cite web | url=http://www.gameshark.com/pc/reviews/2919/Sins-of-a-Solar-Empire-Review.htm | first = Dave | last = VanDyk | publisher = GameShark | title = Sins of a Solar Empire Review | format =HTML | date = 2008-02-14 | accessdate =2008-06-23}}; </ref>
===The fifth X: eXperience===
[[Image:MOO3 1.png| thumb | right | ''[[Master of Orion III]]'' was marketed as the first 5X game, with the ''"eXperience"'' of delegating management via a [[bureaucracy]]. ]]
{{See also|Master of Orion III}}
In 2002, with the pending release of ''Master of Orion III'', there were claims that this would be the first "5X game". [[Alan Emrich]] announced that the fifth X would be the ''e'''X'''perience'' of delegating the ruler's authority to subordinates and sharing control over the empire.<ref name="MOO3DevChat">{{cite web | url=http://archive.gamespy.com/interviews/february02/moo3/ | last = Quick | first = Dan | publisher= GameSpy.com | title=Master of Orion III Developer Chat | date = 2002-02 | accessdate = 2008-06-23 }}</ref><ref name="MOO3interview">{{cite web | last = Lafferty | first = Michael | title = Delve into the world of Master of Orion 3 with Quicksilver’s Alan Emrich | publisher = GameZone | url = http://pc.gamezone.com/news/07_24_01_11_11AM.htm | format = HTML | accessdate =2008-03-23}}</ref> This experience would require players to make judicious use of "Imperial Focus" each turn, and determine which details of their empire are pressing enough to require their direct intervention.<ref>{{cite web | url = http://moo3.quicksilver.com/press/0511a.html | publisher = Quicksilver Software | date=2000-05-11 | accessdate=2008-06-23 | title = Press Release - MicroProse's MASTER OF ORION III Takes Galactic Empire Building a Step Higher}}</ref> ''Master of Orion III'' received mixed comments from reviewers and players: a few liked the experience of delegating power to bureaucrats, while the majority found these limits on empire management frustrating or boring.<ref name="MetacriticMOO3" />
This new "experience" also included the threat of unrest or revolt if players did not meet the demands of their citizens.<ref name="MOO3DevChat" /> However, unrest and revolt had already been seen in the 4X genre. ''[[Civilization II]]'' in [[1996]] included the possibilities of civil unrest in unhappy cities and of being over-ruled by the Senate.<ref name="Civ2manual"/> In ''[[Galactic Civilizations]]'', the player's party can even be voted out of office.<ref name="InternalPoliticalConstraints" />
==Gameplay==
4X games are a subgenre of [[strategy video game|strategy games]],<ref name="4Xfulldefinition"/> and include both [[turn-based strategy|turn-based]] and [[real-time strategy]] titles.<ref name="DeafGamersSUDG">{{cite web | url= http://archive.gamespy.com/reviews/january02/sudg/ | title= GameSpy Reviews: Starships Unlimited: Divided Galaxies | publisher = GameSpy | author = William Abner | date = 2002-01 | accessdate=2008-06-23}}</ref><ref name="gamersinfointerview"/> The gameplay involves constructing an empire,<ref name="galcivGOTY">{{cite web | format = HTML | date = 2006 | author = Sal Accardo | accessdate = 2008-06-23 | url = http://goty.gamespy.com/2006/pc/index6.html | title = GameSpy's Game of the Year 2006 - 6. Galactic Civilizations II: Dread Lords}}</ref> which takes place in a setting such as [[earth]],<ref>{{cite web | last = Cook | first = Brad | title = Find New Ways to Conquer the World in Civilization IV | publisher = Apple | url= http://www.apple.com/games/articles/2006/07/civ4/ | format =HTML | date = 2006-07 | accessdate =2008-06-27}}</ref> a [[fantasy world]],<ref name="MOO2Retro">{{cite web | last = Chick | first = Tom | last = Chick | title = PC Retroview: Master of Orion II |publisher = IGN | url = http://pc.ign.com/articles/085/085828p1.html | date = 2000-10-02 | format=HTML | accessdate = 2008-06-23}}</ref> or in [[galactic empire|space]].<ref name=space4xintro>{{cite web | last = Geryk | first = Bruce | title =History of Space Empire Games - Introduction | publisher = GameSpot | url =http://www.gamespot.com/gamespot/features/pc/history_spaceempire/index.html | format =HTML | date = 2001-08-08 |accessdate =2008-06-23}}</ref> Each player takes control of a different civilization or race with unique characteristics and strengths. <ref name="SOTSdevdiary">{{cite web | url = http://pc.gamezone.com/news/03_31_06_12_19PM.htm | author = Arinn Dembo | date = 2006-03-31 | title = GameZone: Exclusive Sword of the Stars Developer Diary – Part 5 | publisher = GameZone | accessdate = 2008-06-23 }}</ref> Most 4X games represent these racial differences with a collection of economic and military bonuses, although a few games such as ''[[Sword of the Stars]]'' offer widely different abilities to each race.<ref name="SOTSdevdiary"/>
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[[Image:FreeOrion-tech-tree.png|thumb|left|The research screen from ''[[FreeOrion]]'', showing intricate branches of the [[technology tree]].]]
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=== Research and technology ===
[[Image:Civ 3 Tech Tree Era1.png| thumb|right |One part of ''[[Civilization III]]''’s technology tree. Note the complex paths between technologies.]]
4X games typically feature a [[technology tree]], a series of advancements that players can research to unlock new units, buildings, and other capabilities.<ref name="gamesharksins"/><ref name="MobyGames4xDef"/> Technology trees in 4X games are typically longer than in other strategy games, and feature more technology choices.<ref name="JoystiqSoaSEDesignerInterview">{{ cite web | url=http://www.joystiq.com/2008/02/01/joystiq-interview-ironclad-talks-4x-strategy-with-sins-of-a-sol/ | title=Joystiq interview: Ironclad talks 4X strategy with Sins of a Solar Empire | author = Jason Dobson | date= 2008-02-01 | publisher = Joystiq | accessdate=2008-06-23 }}</ref> In some 4X games the research costs of the most advanced technologies are over a hundred times greater than those of the most basic technologies.<ref name="Civ2manual"/><ref name="MOOmanual"/> It is therefore sometimes necessary to research several civilian technologies first in order to build a more productive economy.<ref name=RTSglossary/> Another reason why research is especially important in 4X games is because battles are often won by superior military technology or greater numbers, rather than by ingenious tactics.<ref name="IGNSE4"/><ref name="4XandRTS"/> In contrast, military upgrades in non-4X games often provide only minor advantages,<ref name="RakrentRTSBasicsRnD" /> and the basic units sometimes remain important all the way to the end of a game.<ref name="Non4XBasicUnitsRemainImportant">{{cite web | url=http://uk.gamespot.com/pc/strategy/starcraft/review.html | date = 1998-04-15 | publisher = GameSpot | author = Ron Dulin | title=StarCraft for PC Review | accessdate=2008-06-23 }}</ref>
Non-4X [[real-time strategy]] games allow players to improve their technology by building certain structures which grant access to more advanced structures and units.<ref name="RakrentRTSBasicsRnD">{{ cite web | url=http://www.rakrent.com/rtsc/rtsc_rnd.htm | publisher = Real Time Strategy Carnage | author = Lindsay Fleay | title=RTS Basics: R & D | accessdate = 2008-06-23 }}</ref><ref name=dunehistory/> 4X games are different because the main prerequisite for researching an advanced technology is knowledge of earlier technology. Typically, empires must generate research resources, which are to be invested in a new technology.<ref name="MobyGames4xDef" /> However, methods of providing resources for research vary from one 4X game to another. In some games no buildings are needed at all, in some cases research productivity increases greatly if the right buildings are present, and in others research can only be done if research-oriented buildings are present.<ref>''[[Master of Orion]]'' (1993), the ''[[Galactic Civilizations]]'' series and ''[[Sword of the Stars]]'' have no research buildings; players simply allocate some of each colony's output to research (see game manuals). In the ''[[Civilization (series)| Civilization]]'' series (1991 onwards) and ''[[Master of Orion II]]'' (1996) one can do research without buildings, but it's much faster when supported by the right buildings (see game manuals). In the ''[[Space Empires]]'' series (1993 onwards) and in ''[[Ascendancy (computer game)| Ascendancy]]'' (1995) research can only be done via buildings, but these can research any technology (see game manuals).</ref>
===Combat===
Combat is a highly important part of 4X gameplay, because 4X games allow a player to win by exterminating all rival players, or by conquering a threshold amount of the game's universe.<ref name="MobyGames4xDef"/> 4X games vary in how combat is controlled. Some 4X games, such as ''[[Galactic Civilizations]]'', resolve combat automatically, whenever two units from warring sides meet.<ref name="victory comparison"/> This is in contrast to other 4X games, such as ''[[Master of Orion]]'', that allow players to manage battles on a tactical battle screen.<ref name="victory comparison"/><ref name="colonyscreen"/> Even in 4X games with more detailed control over battles, victory is usually determined by superior numbers and technology rather than by ingenious tactics.<ref name="IGNSE4">{{cite web | url = http://pc.ign.com/articles/749/749070p2.html | publisher = IGN | title = IGN - Space Empires V Review | author = Steve Butts | date = 2006-12-04 | accessdate = 2008-06-23 }}</ref> 4X games differ from other combat-focused strategy games by putting more emphasis on research and economics.<ref name="SOSA1upinterview"/><ref name="Emrich1993"/> Researching new technology will grant access to new combat units. Some 4X games go so far as offer the ability to research different unit components. This is more typical of space 4X games, where players may assemble a ship from a variety of engines, shields, and weaponry.<ref name="victory comparison"/>
=== Peaceful competition ===
[[Image:GalCiv diplomacy 01.png| thumb | right| A diplomacy screen ([[Galactic Civilizations]], shown here) is typical for 4X games where competing players may negotiate treaties.]]
4X games allow rival players to engage in diplomacy.<ref name="MobyGames4xDef"/><ref name=SOSEFAQ>{{cite web | last = | first = | title = Sins of a Solar Empire FAQ| publisher = Ironclad Games | url =http://www.sinsofasolarempire.com/faqs.aspx | format =HTML | accessdate =2008-06-23}}</ref><ref name="diplobundle" /> While some strategy games offer shared victory and team play, diplomatic relations are restricted to a binary choice between an ally or an enemy. 4X games often allow more complex diplomatic relations between competitors who are not on the same team.<ref name="MobyGames4xDef"/> Aside from making allies and enemies, this includes the ability to trade resources and information with rival players.<ref name="DeafGamersSUDG"/>
In addition to victory through conquest, 4X games usually offer peaceful victory conditions that involve no extermination of rival players.<ref name="MobyGames4xDef" /> For example, some 4X games offer victory to a player who achieves a certain score, or the highest score after a certain number of turns.<ref name="SpaceEmpireIV">{{cite web | url = http://pc.gamezone.com/gzreviews/p14156.htm | publisher = Game Zone | title = Space Empires IV Preview | date = 2000-08-31 | author = Michael Lafferty | accessdate= 2008-06-23}}</ref> Many 4X games award victory to an empire that makes its culture predominant over their rivals.<ref name="victory comparison">{{cite web | url= http://pc.ign.com/articles/392/392858p1.html | publisher = IGN | author = Barry Brenesal | title = Galactic Civilizations Review | date = 2003-04-08 | accessdate = 2008-06-23 }}</ref> Other games offer victory to the first player to complete an awe-inspiring achievement, which often involves researching some very difficult technology.<ref name="victory comparison"><ref>Specific examples of research-based victories include building a spaceship to [[Alpha in the [[Civilization (series)|''Civilization'' series]], see: [http://e3.gamespot.com/story.html?sid=6174680&pid=941684&cpage=4 Gamespot - E3 '07: Sid Meier fomenting Revolution]; also see the spell of "Mastery" in ''[[Master of Magic]]'' at [http://www.gamespy.com/articles/493/493221p1.html Gamespy Hall of Fame - Master of Magic]. On the other hand the great achievement in ''Master of Orion II'' is military, conquering the Antarans (see game manual).</ref> Several 4X games award "diplomatic victory" to anyone who can win an election decided by their rival players.<ref>i. {{ cite web | url = http://reviews.cnet.com/pc-games/master-of-orion-iii/4505-9696_7-30989341.html | publisher = CNet | title = Review - Master of Orion III (PC) | author = Sam Parker | date = 2003-03-24 | accessdate = 2008-06-23 }}<br/>ii. {{cite web| url = http://pc.ign.com/articles/798/798385p1.html | publisher = IGN | title = IGN Preview - Civilization IV: Beyond the Sword Hands On | author = Steve Butts | date = 2007-06-21 | accessdate = 2008-06-23 }}</ref> The ''[[Space Empires series|Space Empires]]'' series awards victory to someone who keeps the galaxy at peace for a specified number of turns.<ref name="SpaceEmpireIV"/> With these victory conditions, players can sometimes win a 4X game without engaging in extermination.<ref name="MobyGames4xDef" />
=== Complexity ===
4X games are known for their complexity,<ref name="gamesharksins">{{cite web | url=http://www.gameshark.com/pc/reviews/2919/Sins-of-a-Solar-Empire-Review.htm | first = Dave | last = VanDyk | publisher = GameShark | title = Sins of a Solar Empire Review | format =HTML | date = 2008-02-14 | accessdate =2008-06-23}}</ref><ref name="GameAlmightySoaSReview">{{ cite web | url=http://www.gamealmighty.com/l/story-individual/story/Sins_of_a_Solar_Empire/ | publisher=GameAlmighty | title= The wickedly good ''[[Sins of a Solar Empire]]'' | date= 2008-02-07 | author=Jensen, Chris | accessdate=2008-06-23 }}</ref> as well as their strategic depth.<ref name="galcivGOTY"/><ref>{{cite web | url = http://www.cbsgames.com/games/story/10646599 | publisher = IGN | title = News/Reviews - Sins of a Solar Empire | date = 2008-02-15 | first = Steve | last = Butts | accessdate = 2008-06-23 }}</ref><ref name="PALGNSoaSReview">{{ cite web | url=http://palgn.com.au/article.php?id=10283 | publisher = PAL Gaming Network | title= Sins of a Solar Empire Review | author=Booth, Neil |date=2008-02-19 | accessdate = 2008-06-23 }}</ref> Gameplay usually takes priority over polished graphics.<ref name="RTSglossary"/> Whereas other strategy games focus on combat, 4X games also offer more detailed control over diplomacy, economics, and research.<ref name="SOSA1upinterview"/><ref name="Emrich1993"/> This creates opportunities for diverse economic and diplomatic strategies.<ref name=SOSEFAQ/> This also challenges the player to manage several strategies simultaneously, and plan for the long-term.<ref name="IGNSE4Review">{{cite web | last = Bates | first = Jason | title = IGN: Space Empires IV Review | url = http://pc.ign.com/articles/165/165204p1.html | publisher = IGN | format = HTML | accessdate = 2008-04-01}}</ref>
In order to experience a detailed model of a large empire, 4X games are designed with a complex set of game rules.<ref name="BlogWiredSoaSReview"/> For example, the player's productivity may be limited by pollution, as seen in ''Master of Orion'' and ''Civilization II''.<ref name="MOOmanual">{{cite book |url=http://www.jonsullivan.com/misc/moo.pdf| title=Master of Orion - Game manual|last=Barcia|first=S|date=1993|publisher=[[MicroProse]]|language=English| accessdate=2008-05-21}}</ref><ref name="Civ2manual"/> Players may need to balance a budget, such as managing debt in ''[[Galactic Civilizations 2]]'',<ref>{{cite web | url = http://www.gamespot.com/pc/strategy/galacticcivilizations2/news.html?sid=6143839 | publisher = GameSpot | author = Jason Ocampo | title = Gamespot Review - Galactic Civilizations II: Dread Lords Hands-On - The Spiritual Heir to Master of Orion II? | date = 2006-02-07 | accessdate = 2008-06-23 }}</ref> or paying down maintenance costs in ''[[Civilization 4]]''.<ref name="penalties">{{ cite web | url= http://pc.ign.com/articles/719/719278p1.html |title = IGN Preview - Civilization IV: Warlords | publisher = IGN | author = Steve Butts | date =2006-07-17 | accessdate = 2008-06-23 }}</ref> 4X games often model political challenges, such as [[civil disorder]] in ''[[Space Empires V]]'' and the [[Civilization (series)|''Civilization'' series]].<ref>{{ cite web | url = http://www.gamespot.com/pc/strategy/spaceempiresv/review.html | title = Gamespot Review - Space Empires V | author = Jeff Lackey | publisher = GameSpot | date = 2006-11-03 | accessdate = 2008-06-23 }}</ref> <ref name="Civ2manual">{{cite book | title= Sid Meier's Civilization II Instruction Manual|last=Caspian-Kaufman|first=Jonatha|date=1996|publisher=[[MicroProse]]|language=English| accessdate=2008-06-16}}</ref> A few 4X games include a [[senate]], which can penalize ''[[Galactic Civilizations]]'' players by voting their [[political party]] out of office,<ref name="InternalPoliticalConstraints">{{ cite web | url = http://pc.ign.com/articles/384/384930p1.html | title = IGN Preview - Galactic Civilizations | publisher = IGN | author = Steve Butts | date = 2003-02-04 | accessdate = 2008-06-23 }}</ref> or force ''[[Civilization II]]'' players to make peace.<ref name="Civ2manual"/> Players must master the complexities of their nation's economy, technology, and government in order to overcome these challenges.
[[Image:C-Evo UI A thumb.png| thumb | right | ''[[C-Evo]]'' screen, highlighting the sub-windows used to manage an empire's economy. ]]
Such complexity means that players must manage a larger amount of information than other strategy games.<ref name="PALGNSoaSReview" /> Game designers often organize empire management into different interface screens and modes.<ref name="SOSA1upinterview"/> Many 4X games have a separate screen for diplomacy,<ref name=lostempire-tacticular>i. {{cite web | url = http://archive.gamespy.com/reviews/march03/galacticcivpc/index2.shtml | title = GameSpy Review - Galactic Civilizations | date = 2003-03-28 | author = Allen "Delsyn" Rausch | publisher = GameSpy | format = HTML | accessdate = 2008-06-27 }}<br /> ii. {{cite web | last = | first = | title = Review - Lost Empire | publisher = Tacticular Cancer | url =http://www.tacticularcancer.com/content.php?id=39 | format =HTML | author = YourConscience | date=2007-10-07 | accessdate =2008-06-23}}</ref> for managing each colony, or for managing battle tactics.<ref name="victory comparison"/><ref name="colonyscreen">{{cite web | last = Geryk | first = Bruce | title =History of Space Empire Games - Master of Orion II: Battle at Antares | publisher = GameSpot | url =http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p3_04.html | format =HTML | date = 2001-08-08 | accessdate =2008-06-23}}</ref> Sometimes a system becomes intricate enough to resemble a [[minigame]].<ref>{{cite web | last = Abner | first = William | title = Galactic Civilizations II: Dread Lords Review | url = http://www.gameshark.com/pc/reviews/2327/Galactic-Civilizations-II-Dread-Lords-Review.htm | date = 2006-03-28 | publisher = GameShark | format = HTML | accessdate = 2008-06-23}}</ref><ref name="IGNSE4Review" /> This is in contrast to most RTS games. ''[[Dune II]]'', which arguably established the conventions for the [[real-time strategy]] genre, was fundamentally designed to be a "flat interface," with no additional screens.<ref name=dunehistory>{{cite web | last = Geryk | first = Bruce | title = A History of Real-Time Strategy Games - Dune II | publisher = GameSpot | url = http://www.gamespot.com/gamespot/features/all/real_time/index.html | format = HTML | date = 2001-03-30 | accessdate = 2008-06-23}}</ref>
Since 4X games involve managing a large detailed empire, game sessions usually last longer than other strategy games.<ref name="SOSA1upinterview">{{ cite web | url=http://www.1up.com/do/previewPage?cId=3157343 | date = 2007-02-20 | author = GFW Staff | title=Previews: Sins of a Solar Empire | publisher=1up.com | accessdate = 2008-06-23 }}</ref> Single player games may take multiple sessions over multiple days, while multiplayer matches can take much longer.<ref name="RTSglossary" /> For example, a small-scale campaign in ''Sins of a Solar Empire'' can last for over 12 hours.<ref name="BlogWiredSoaSReview" /> But a few "beer-and-pretzels" 4X games aim for greater simplicity, resulting in quicker playing sessions.<ref>{{ cite web | url=http://tleaves.com/?p=783 | author=peterb | publisher = Tea Leaves | date = 2007-02-20 |title= Tea Leaves - 4X: Spaceward Ho! | accessdate=2008-06-23 }}</ref><ref>{{ cite web | url=http://uk.gamespot.com/pc/strategy/stars/review.html | author = T. Liam McDonald | publisher = gamespot | date = 1997-02-05 | title=Stars! for PC Review | accessdate=2008-06-23 }}</ref>
Because of repetitive actions and long-playing times, 4X games have been criticized for excessive [[micromanagement (computer gaming)|micromanagement]].<ref name="MOOmicro">{{ cite web | url=http://www.gamerevolution.com/preview/pc/master_of_orion_3 | publisher = Game Revolution | title=Master of Orion 3 preview for PC - Game Revolution | date = 2001-07-04 | author = C Joshua Villines | accessdate=2008-06-23 }}</ref> In the early stages of a game this is not necessarily a problem,<ref>{{ cite web | url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p3_01.html | publisher = GameSpot | last = Geryk | first = Bruce | date = 2001-08-08 | title=GameSpot: A History of Space Empire Games; 1993-Present | accessdate=2008-06-23 }}</ref> but later in a game directing an empire's numerous planets or cities can demand several minutes to play a single turn. This increases playing-times, which are a particular burden in multiplayer games.<ref name="MOOmicro"/><ref name="RTSglossary"/> 4X games began to offer [[artificial intelligence|AI]] [[governor]]s that automate the micromanagement of a colony's [[build order]]s, but players have criticized these governors for making bad decisions.<ref name "MOOtleaves">{{ cite web | url=http://tleaves.com/?p=785 | author=peterb | publisher = Tea Leaves | date = 2007-02-21 | title=Tea Leaves - 4X: Master Of Orion | accessdate=2008-06-23 }}</ref> In response, developers have tried other approaches to reduce micromanagement.<ref name="IGNGalCivInterview">{{ cite web | url=http://pc.ign.com/articles/096/096013p1.html | title= IGN - Galactic Civilizations Interview | author = Steve Butts | date = 2001-06-21 | publisher = IGN | accessdate=2008-06-23 }}</ref> Commentators generally agree that ''[[Galactic Civilizations]]'' succeeds, particularly through its use of programmable governors.<ref name="MetacriticGalCiv">{{ cite web | url=http://www.metacritic.com/games/platforms/pc/galacticcivilizations?q=Galactic%20Civilizations | title=Galactic Civilizations reviews | publisher=Metacritic.com | accessdate=2008-06-20 }}</ref><ref>{{ cite web | url=http://www.gamingnexus.com/Article/Galactic-Civilizations/Page0/Item260.aspx | date =2006-06-16 | title=Galactic Civilizations Review | author=Tyler Sager | publisher=Gaming Nexus | accessdate=2008-06-23 }}</ref> ''Sins of a Solar Empire'' was designed to reduce the incentives for micromanagement,<ref>{{ cite web | url=http://www.gameinformer.com/News/Story/200802/N08.0204.1124.40421.htm?Page=2 | date = 2008-02-04 | title= Game Informer: Thoughts On Sins - An Interview With Blair Fraser | author = Jeff Cork | publisher = Game Informer | accessdate=2008-06-23 }}</ref> and reviewers found that the game's [[User interface|interface]] made empire management more elegant.<ref name="PALGNSoaSReview"/><ref name="gamesharksins"/> On the other hand ''[[Master of Orion III]]'''s approach has had a very mixed reception.<ref name="MetacriticMOO3">{{ cite web | url=http://www.metacritic.com/games/platforms/pc/masteroforion3 | title=Master of Orion 3 reviews | publisher=Metacritic.com | accessdate=2008-06-20 }}</ref>
== History ==
===Origin===
The first 4X games were influenced by [[board game]]s and [[Text-based game| text-based computer games]] from the 1970s.<ref name="gamespyHistory">{{cite web | publisher= [[GameSpy]] | last= Kosak | first= Dave "Fargo" | format = HTML | title= Rich "Zdim" Carlson of Looking Glass Studios: The History of Computer Games - Part I | | url=http://archive.gamespy.com/legacy/articles/devweek_l.shtm | accessdate = 2008-06-18 }}</ref><ref name="TealeavesStarSonata" /> ''[[Andromeda Conquest]]'' and ''[[Reach for the Stars (computer game)| Reach for the Stars]]'' were published in 1983, and are now seen as 4X games in retrospect. Although ''Andromeda Conquest'' was only a simple game of empire expansion, ''Reach for the Stars'' began to represent the relationship between economic growth, technological progress, and conquest.<ref>{{cite web | last = Geryk | first = Bruce | title =History of Space Empire Games - The Early Years 1980-1992 | publisher = GameSpot | url =http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p2_01.html | format =HTML | date = 2001-08-08 | accessdate =2008-06-24}}</ref>
By 1990, [[Sid Meier]] released ''[[Civilization (computer game)|Civilization]]'' and popularized the level of detail that has become a staple of the genre.<ref name="civfirst">{{cite web | title = IGN Videogame Hall of Fame: Civilization | publisher = IGN | url=http://games.ign.com/halloffame/civilization.html | format = HTML | accessdate = 2008-05-21}}</ref> Sid Meier's ''Civilization'' was influenced by [[board games]] such as ''[[Risk (game)|Risk]]'' and the [[Avalon Hill]] board game also called ''[[Civilization (board game)| Civilization]]''. A notable similarity between the ''Civilization'' computer game and board game is the importance of diplomacy and technological advancement.<ref name="civhistory">{{cite web |last=Edwards |first=Benj |title=The History of Civilization | publisher = Gamasutra | url=http://www.gamasutra.com/view/feature/1523/the_history_of_civilization.php?page=2 | accessdate = 2008-05-21}}</ref> Sid Meier's ''Civilization'' was also influenced by [[personal computer game]]s such as the [[city-building game|city management game]] ''[[SimCity]]'' and the [[Wargame (video games)|wargame]] ''[[Classic Empire (computer game)|Empire]]''.<ref name="civhistory"/><ref name="TealeavesStarSonata" /> ''Civilization'' became widely successful and influenced many 4X games to come.<ref name="civfirst"/><ref name="TealeavesStarSonata" />
In 1991, two highly influential space games were released. ''[[VGA Planets]]'' was released for the PC, while ''[[Spaceward Ho!]]'' was released on the [[Apple Macintosh]]. ''Spaceward Ho'' emphasized relatively simple gameplay that was still challenging. But 4X space games were ultimately more influenced by ''VGA Planets'' and its more complex gameplay.<ref name="1991spaceempires">{{ cite web | last = Geryk | first = Bruce | url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p2_03.html | title=GameSpot - A History of Space Empire Games: VGA Planets and Spaceward Ho! | publisher = GameSpot| date = 2001-08-08 |accessdate=2008-06-20 }}</ref>
The term "4X" was first used in 1993, when [[Alan Emrich]] was describing the gameplay of ''[[Master of Orion]]'' in a preview.<ref name="Emrich1993" /> ''Master of Orion'' was influenced by ''Empire'', as well as text-based [[space opera]] games such as the ''[[Star Trek games|Star Trek]]'' games from the 1970s and 1980s.<ref name="TealeavesStarSonata">{{ cite web | url=http://tleaves.com/?p=258 | title= Tea Leaves - Star Sonata | publisher = Tea Leaves | author = peterb | date = 2004-12-14 | accessdate = 2008-06-23 }}</ref> This game is considered a classic for its elegant but deep game design, and future 4X games would be compared to the standard it set.<ref name="colonyscreen"/> Eventually, the "4X" label was adopted by the game industry, and is now applied to several earlier game releases.<ref name=space4xintro/>
===Peak===
[[Image:GalCiv OS2 main 1.png| thumb | right | [[OS/2]] version of ''[[Galactic Civilizations]]'', 1996]]
Following the success of ''Civilization'' and ''Master of Orion'', other developers began releasing their own 4X games. In 1994, the long-standing ''[[Space Empires]]'' series began as [[shareware]],<ref name=space4xintro/> while [[Stardock]] launched its first version of the ''[[Galactic Civilizations]]'' series for [[OS/2]].<ref>{{ cite web | url=http://www.stardock.com/products/gcgold/ | title=Galactic Civilizations Gold | publisher = StarDock | accessdate=2008-06-22 }}</ref> ''[[Ascendancy (computer game)|Ascendancy]]'' and ''[[Stars!]]'' were released in 1995, and both continued the genre's emphasis on strategic depth and empire management.<ref name=space4xintro/> Meanwhile, the ''Civilization'' and ''Master of Orion'' franchises expanded their market with versions for the [[Apple Macintosh]].<ref>{{ cite web | url=http://uk.gamespot.com/mac/strategy/masteroforion2/index.html | publisher = GameSpot | date = 1996 | title=Master of Orion II for Mac | accessdate=2008-06-20 }}</ref><ref>{{cite web | url = http://www.mobygames.com/game/sid-meiers-civilization | publisher = Moby Games | title = MobyGames - Sid Meier's Civilization | accessdate = 2008-06-24 }}</ref> [[Sid Meier]]'s team also produced ''[[Colonization (computer game)|Colonization]]'' in 1994 and ''[[Civilization II]]'' in 1996,<ref>{{cite web | url = http://www.mobygames.com/developer/sheet/view/by_genre/developerId,3/ | publisher = Moby Games | title = MobyGames - Side Meier Gameography | date = 2008-06-24 }}</ref> while [[Simtex]] followed up ''Master of Orion'' with ''[[Master of Magic]]'' in 1993 and ''[[Master of Orion II: Battle at Antares|Master of Orion II]]'' in 1996.<ref>{{cite web |first = James | last = Fudge | date = 2000-12-30 | url=http://www.gamespy.com/articles/493/493221p1.html | title = GameSpy Hall of Fame - Master of Magic | format = HTML | publisher = GameSpy | accessdate = 2008-03-31 }}</ref><ref name "MOOtleaves"/>
But the [[real-time strategy]] genre began outselling turn-based games by the late 1990s.<ref name="gamespyRTSvsTBS">{{cite web | last = Walker | first = Mark H. | url= http://archive.gamespy.com/articles/february02/strategygames05/index2.shtm | publisher = GameSpy.com | title = Strategy Gaming: Part V -- Real-Time vs. Turn-Based | format = HTML | date = 2002-02 | accessdate = 2008-06-24 }}</ref> As RTS games surged in popularity, major 4X franchises fell into difficulties. ''[[Civilization III]]'' encountered development problems followed by a rushed release in 2001.<ref>{{cite web |first = Kieron | last = Gillen | url=http://www.rockpapershotgun.com/?p=1167 | publisher = Rock Paper Shotgun | date = 2008-02-08 | title = Making Of: Soren Johnson On Civ 4 | format = HTML | accessdate = 2008-06-24 }}</ref> And despite the excitement over ''[[Master of Orion III]]'', its release in 2003 was regarded as an ambitious failure.<ref name="MetacriticMOO3" /> [[Video game publisher|Game publishers]] eventually became risk-averse to building 4X games.<ref name="galcivGOTY" />
===Recent history===
Eventually [[real-time strategy|real-time]] 4X games were released, such as ''[[Imperium Galactica]]'' in 1997,<ref name="4XandRTS">{{cite web | last = Butts | first = Steve | url=http://www.cbsgames.com/games/story/10646599 | work=CBS Games | title= News/Reviews - IGN: Sins of a Solar Empire | format = HTML | accessdate = 2008-03-31}}</ref> and ''[[Starships Unlimited]]'' in 2001.<ref name="DeafGamersSUDG" /> This blend of 4X and [[real-time strategy]] gameplay led [[Ironclad Games]] to market their 2008 release ''[[Sins of a Solar Empire]]'' as a "RT4X" game.<ref name=gspot_sose>i. {{cite web | last =Surette | first =Tim | title =Sins of a Solar Empire beta unveiled | publisher =[[GameSpot]] | date =2007-03-21 | url =http://www.gamespot.com/pc/strategy/sinsofasolarempire/news.html?sid=6167856 | format =HTML | accessdate =2008-01-06 }}<br /> ii. {{cite web | title =Sins of a Solar Empire | publisher =Ironclad Games | url =http://www.sinsofasolarempire.com/gameplay.aspx?c=1 | format =HTML | accessdate =2008-01-06 | quote =Sins of a Solar Empire is a "RT4X" game, blending the epic strategy and empire management of the 4X genre with the fast-paced and tactical elements of a real-time strategy title. }}</ref> This earned the game several Editor's Choice awards among major game publications.<ref>i. {{ cite web | url = http://www.gamespot.com/pc/strategy/sinsofasolarempire/review.html?tag=tabs;reviews | title = Sins of a Solar Empire for PC Review - GameSpot | publisher = GameSpot | date = 2008-02-13 | author = Jason Ocampo | accessdate = 2008-06-24}} <br /> ii. {{cite web | url = http://pc.gamespy.com/pc/sins-of-a-solar-empire/850906p1.html | author = By Allen 'Delsyn' Rausch | title = GameSpy: Sins of a Solar Empire Review | date = 2008-02-08 | publisher = GameSpy | accessdate = 2008-06-23 }}</ref>
Cross-fertilization between board games and computer games continued. For example, some aspects of ''Master of Orion III'' were drawn from the board game ''[[Twilight Imperium]]''.<ref name="MOO3DesignerDiaryDec2000">{{ cite web | url=http://moo3.quicksilver.com/diary/1200.html | title=Master of Orion III - Designer's Diary | date = 2000-12-13 | publisher = QuickSilver | author = | accessdate = 2008-06-24 }}</ref> Even ''Sins of a Solar Empire'' was inspired by the idea of adapting the board game ''Buck Rogers Battle for the 25th Century'' into a real-time video game.<ref>{{ cite web | url=http://www.bit-tech.net/gaming/2008/06/06/sins-of-a-solar-empire-interview/1 | title=Sins of a Solar Empire Interview (with Craig Fraser) | date=2008-06-06 | author = Joe Martin | publisher = bit-tech.net | accessdate=2008-06-19 }}</ref> Going in the opposite direction, Eagle Games made a [[board game]] adaptation of ''Sid Meier's Civilization'' in 2002.<ref>{{cite web | url = http://pc.gamespy.com/pc/pirates-2004/540850p1.html | date = 2004-08-20 | author = Andrew S. Bub | publisher = GameSpy | title = Eagle Games' Glen Drover talks about Pirates, The Boardgame! | accessdate = 2008-06-24 }}</ref>
''[[Civilization IV]]'' was released at the end of 2005, and was considered the PC game of the year by several major game news websites and reviewers.<ref>{{cite web | url = http://www.2kgames.com/civ4/awards.htm | publisher = 2K Games | title = Civ IV Recognized in "Best of 2005" Awards | date = 2005-12-20 | accessdate = 2008-06-24}}</ref> [[Stardock]] released ''[[Galactic Civilizations 2]]'' for the PC soon after, which was considered the 6th best PC game of 2006 by [[GameSpy]].<ref name="galcivGOTY"/> This success has led Stardock's [[Brad Wardell]] to assert that 4X games have excellent growth potential, particularly among less hardcore players.<ref>{{ cite web | url=http://www.gamasutra.com/php-bin/news_index.php?story=14842 | date = 2007-07-26 | title=Stardock's Wardell Talks ''GalCiv'', Indie Power | publisher = Gamasutra | author = Alistair Wallis | accessdate=2008-06-24 }}</ref> <!-- Is this a resurgence for the genre? Not sure. Let's find a reliable reference. -->
In 2008 versions of ''Sid Meier's Civilization'' were released for the [[PlayStation 3]], [[Nintendo DS]] and [[Xbox 360]] [[Video game console| consoles]].<ref>{{cite web | url=http://www.eurogamer.net/article.php?article_id=79874 | date = 2007-07-16 | title= Firaxis explains lack of Civ PSP | accessdate = 2008-06-24 | author = Tom Bramwell | publisher= EuroGamer}}</ref>
== See also==
*[[List of strategy video games]]
*[[Strategy video game]]
*[[Video game genres]]
==References==
{{reflist|2}}
{{VideoGameGenre}}
[[Category:4X video games| ]]
[[Category:Real-time strategy video games| ]]
[[Category:Strategy video games]]
[[Category:Turn-based strategy video games| ]]
[[Category:Video game genres]]
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