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Why Elemental doesn't have a hex grid, and why it should.

Why Elemental doesn't have a hex grid, and why it should.

Brad Wardell on why we have squares instead of hexes.

 

"I hate hexes," says Wardell when asked what he thinks of Civ 5's big new feature. "One, I like being able to move in eight directions. I don't like only being able to move in six. Two, it makes the game feel like playing on a hardcore board tile game. I just don't like that look."

 

The "i like being able to move in eight, instead of six" is completely arbitrary;  obviously it cannot be supported by any solid argument, but it CAN be attacked with the argument that FOUR of those directions basically break the system.  It's always better to move diagonally in a "square grid" system, because you are covering MORE GROUND.  This is stupid.

From Wiki's article on Hex Grids:

The primary advantage of a hex map over a traditional square grid map is that the distance between the center of each hex cell (or hex) and the center of all six adjacent hexes is constant. By comparison, in a square grid map, the distance from the center of each square cell to the center of the four diagonal adjacent cells it shares a corner with is greater than the distance to the center of the four adjacent cells it shares an edge with. This is desirable for games in which the measurement of movement is a factor. The other advantage is the fact that neighbouring cells always share edges; there are no two cells with contact at only one point.

It's a bit ironic that Brad doesn't want the game to "feel like playing on a hardcore board tile game", given that it's definitely the most hardcore big game to get sold in probably 10 years, and given that it has the cloth map mode which feels a little boardgamey anyway.  Also, nobody knows strategy and tactics like the guys who made those hardcore board tile games he's talking about.  He should look to learn from them rather than reject them because he "doesnt like" the look.

 

In short, I'm a bit sad that Brad isn't the kind of designer who can look past his own personal preferences and figure out what is actually best for the game.

40,086 views 59 replies
Reply #26 Top

"I hate hexes," says Wardell when asked what he thinks of Civ 5's big new feature. "One, I like being able to move in eight directions. I don't like only being able to move in six. Two, it makes the game feel like playing on a hardcore board tile game. I just don't like that look."
End of quote

What a poor statement.  :(

Tons of game sites worldwide have published preview reports for Civ 5, and lots of fans have got to play the game at demos.  Every report I've read (and I'm pretty sure I've read them all and even translated many from european sites) has only had good things to say about the shift to hexes.

I'm dying for Civ 5 - the game looks amazing, and I think the hexes will feel 100% more natural, as they do in Wesnoth.

GalCiv2, Civ, Elemental, MoM, Moo, all those games - all turn-based strategy games are essentially computerized and glorified board games.  That's one of the things that makes them own.

Anyways.  It's obviously too late to do hexes for Elemental, and I wouldn't say it *should* use them, but I do think hexes are a better and more natural way to do tile layouts, and the whole diagonal movement on squares where there's no real facing on the diagonal, is kinda cheap.  Civ will bring hexes to the mainstream and it'll be interesting to see if the genre evolves.

Reply #27 Top

some folks prefer squares, some folks prefer hexes.  They guy who made this game, however...likes squares.  When you make a strategy game, you can make whatever grid type you want.  This is a silly thing to complain about.

Reply #28 Top

I was kind of disappointed to see squares, if for no other reason than it is easier to tell how far away x number of  hexes is.  Although I cant quantify it exactly I have always liked playing tactical games with hexes far more than squares.  The system will do though, I have enjoyed plenty of games with squares including GalCiv and Civ 4.  Doesn't really break the game as both players have to worry abut using/blocking the awkward diagonals in the same fashion.

Reply #29 Top

aaaaaaah my eyes!!!  Take away the octagons!! I'm happy with squares :)

Reply #30 Top


   
In short, I'm a bit sad that Brad isn't the kind of designer who can look past his own personal preferences and figure out what is actually best for the game.

End of quote

And what kind of a player / forum goer does this make you?

 

This game is like so ruined by squares, like so totally. Yeah. Total.

Reply #31 Top

If a game is built with square grid based level design, such as Elemental, then a square grid based movement system is more natural and compliments the design of the map.

Arguing that the measured distance travelled from the centre of the centre square in a 9-square grid to the centre of a diagonal square within that grid being different to the distance travelled to the centre of the non-diagonal square is moot unless the games uses that measured distance for calculations.  As it stands, Elemental does not.  Moving from the centre square to any other one square within the 9 grid is treated at the same distance, thus opening up three additional movement places that a hexagon grid does not.  Arguing that this is not realistic in a game that contains both dragons and magic, as well as some questionable naming conventions, is rather... pointless, to say the least.

Reply #32 Top




In short, I'm a bit sad that Brad isn't the kind of designer who can look past his own personal preferences and figure out what is actually best for the game.

End of quote

 

What you mean is that you're sad that Brad didn't look past what HE wanted in HIS game, and put in what YOU wanted...

Reply #33 Top

Wow, this old argument again.  Boy, that really took me by surprise to see it again here.  Anyway, I will say that of course, your arguments in favor of the hexagon as the grid for regulating movement is sound, and thus the reason that it became the system that was chosen by board wargaming years ago for their maps; like as in the 1960's years ago, back when this argument first really got going.  Scary that I know that, but I digress. 

The real point here, just as it has been in any game produced that forgoes the hexagon in favor of the square, is simple; it's what the designer wanted.  He doesn't like hexagons, you even quoted him saying he doesn't like hexagon grids, he likes square ones.  It's his game, so stop worrying about this as you are not going to be getting hexagons in this game, but it'll be alright.  Just think of how you can outwit and out-maneuver your opponents by always moving diagonally and getting that extra bit of movement range on your units!  The fools won't know what hit 'em!

Reply #34 Top

I prefer squares because the normal nature of land is a square not a hex. Also if I wanted to play a board game I'd pull out my ASL game and play using hexes. But, the world of computer gaming advances and squares are the cats meow now.

Reply #35 Top

Quoting charon2112, reply 32




quoting post
In short, I'm a bit sad that Brad isn't the kind of designer who can look past his own personal preferences and figure out what is actually best for the game.


 

What you mean is that you're sad that Brad didn't look past what HE wanted in HIS game, and put in what YOU wanted...
End of charon2112's quote

Lol exactly! Too many want to REDESIGN this game instead of play it. Those that have NO MONEY and can't design schiitt. lol

Reply #36 Top

Quoting rossanderson48, reply 34
I prefer squares because the normal nature of land is a square not a hex.[…]
End of rossanderson48's quote
Last I checked, the normal nature of land is to not be gridded at all.  :D

Reply #37 Top

I think Hexes vs Squares is probably the least important issue the game has right now. Personally I dislike Hexes for two reasons 1) You can't move in a straight line which is the most common movement you usually want to do and 2) They're ugly as fuck.

I honestly don't think it matters if you use Squares or Hexes, in the big scheme of things who really cares that the Squares allow you to move 1.5 boxes per move if you move sideways? And if you do care so much, you can just make diagonal movement consume 1.5 movement points, ZOMG.

Reply #38 Top

I'm siding with Brad on this one. I want to use my keyboard for movement, and using the number pad is a pain with hexes.

Reply #39 Top

Quoting Annatar11, reply 12
Elemental isn't getting an engine re-write to accomodate hexes.
End of Annatar11's quote

^ This.

Talking about it as if it's something that will change is pointless. Squares are locked in. They're not changing.

Reply #40 Top

Maybe they can add hexes with a hot fix.

(Yes, I'm being sarcastic.)

Reply #41 Top

It might be squares we see, but the units CAN move across via the edges. So in reality we sort of have a octagon, only with a flat top (like a stop sign) its better since we can move straight.

So this topic is kinda stupid since we can move as if on a flat top octagon, but we visually see squares.

Reply #42 Top

"Follow the rising sun for three days, and ye shall find the tomb of Thezanderbar!" croaked the old hermit, pointing eastward.

And so, the champions gathered together their belongings and ventured forth north east, then south east, then north east again, then south east for a bit, and then they went north east again for a while....

 

Reply #43 Top

Total waste of thread. There are no hexes. Stardock isn't going to change everything at this point to introduce hexes. Go and mod it yourself. Really.

Reply #44 Top

Quoting strawbdragon, reply 43

"Follow the rising sun for three days, and ye shall find the tomb of Thezanderbar!" croaked the old hermit, pointing eastward.

And so, the champions gathered together their belongings and ventured forth north east, then south east, then north east again, then south east for a bit, and then they went north east again for a while....

 
End of strawbdragon's quote

I LOL'd. :D

Reply #45 Top

Here's the solution...

The game already has larger tiles that are split into 4. This is to allow placement of the small-tile (1x1) city building. The large-tile (4x4) buildings can overlap the larger game tiles.

So why can't the game place the larger tiles in a brick pattern rather than a grid pattern, allowing the smaller tiles to manage the placement of roads etc?

This would essentially give us our hexes without breaking the games tile system.

 

Reply #47 Top

I love hex grids. Panzer General and Fantasy General for PC and all those wonderful hex grid board games from Avalon Hill come to mind as great examples of why they work.

Reply #48 Top

It's looks stupid how single units/single unit from stacks jump from one corner of square to other just to be able to show proper combat animation. I don't care about strategic map but squares in tactical combat are unrealistic and uncomfortable.

Reply #49 Top

Hex or squares - just a matter of taste. No real benefit for one system or another.

Question: Good tabletop with squares?

Answer: BloodBowl. Played and enjoyed since 1986 up until today :-)

 

Reply #50 Top

I suggest we end this discussion once and for all, by using triangles.