The End Game and its Follies

EndGame1The 4X strategy genre has, for the most part, had a very difficult time keeping its momentum going into the final act of the game. The games tend to become bogged down in a planet/city management hell. The exploration phase has long ended and, as such, nothing truly new awaits the player, since your technology has either already reached its pinnacle or is almost there. In most 4X games, you’re in the “mopping up” phase. That is to say, you’re basically making sure that you finish off each of your enemies (or they’re finishing you). Some of the most well known and earliest examples of the genre suffered from this. The early Civilization games and the original Master of Orion suffered especially, but we were so new to the 4X genre that it hardly mattered. Nowadays, however, the issue has become increasingly profound as our collective patience begins to wear thin.

The late game, with its various AI players and their multitude of units, can become extremely time consuming as your opponents painstakingly move each of those units, while also making their calculations and managing their assets. This process takes a toll on turn speed, even on newer machines, and wears out your desire to keep playing into the late game. Not to mention the fact that most games are decided well before the end game takes place. It’s simply a matter of sticking with it to conclude the game. It’s a very large part of why I almost never finish a full 4X game. Not because I’m so good at them that the end game is merely a formality, but rather it’s because that the likely winner, whether that is me or another player, sits in a position that is clearly very difficult to overcome. There is a very obvious and clear “snowballing” effect in the genre and very few games attempt to combat it. Before we can fully understand why the end game is so lackluster, perhaps it’s best to first analyze why we enjoy 4X games to begin with.

I named this website eXplorminate because it’s a portmanteau of my favorite aspects of the genre: eXplore and eXterminate. For me, the act of eXploration can be very exciting. You move your scouts out to discover new and exciting resources, anomalies, colony locations, quest sites and, eventually, your neighbors. Meanwhile, you are making your way through a research tree that brings about better units, buildings and bonuses. It’s all new, fresh and constantly evolving.


The eXpansion phase comes shortly after the eXploration phase really starts to unfold. You’ve finally found that spot where your second city/colony/settlement makes sense and you build your settler or colony ship. In the early game, this location is even more important as its usually very crucial to find a spot that will be a major boon for your empire. Those early-game strategic resources or that location that has awesome output for future units and city upgrades can be crucial. While it becomes less important as the game plays on (especially if you’ve been playing the game well), eXpansion remains a critical mechanic for most of the game.

The eXploitation phase, in many games, acts like a bit of a puzzle. You have all of the pieces and you’re responsible for figuring out how to make them all work together for the betterment of your empire. What buildings will best help me achieve my goal? How can I shift my population to effectively get a leg up on the competition? How do I balance building my empire with my need for strategic resources? Every aspect of this phase can be equally important – or equally damning – if the game is worth its weight. As such, being able to effectively balance and manage this portion of the game can be challenging and rewarding.


Finally, eXtermination can occur at any point of the game. Sometimes it makes sense to take out a neighbor early and absorb their hard work into your empire. Other times, it makes more sense to go about your business until someone gets in your way. Regardless, in almost every 4X game, conflict is inevitable. Whether you initiate it for the sake of taking resources or whether you’re defending your own territories, the eXtermination phase of the game can be fun, rewarding, and at times frustrating, but rarely boring (though tedium slips into some titles – I’m looking at you Civilization 5!). With new and exciting units to discover through the eXploration portion, eXtermination usually retains its appeal throughout each stage of the game.

However, it is at the end game that these elements combined together begin to bog things down. You’ve usually explored the whole map by now and, if you haven’t, you’re very close to it. You’ve completed the majority of the research available to you, although some games, like the Civilization series, tend to leave some of the more exciting techs for this portion of the game. By now, it has become a game of watching the inevitable winner finish (whether that be you, the AI or another player in multiplayer) via the various victory conditions present in a modern-day 4X. On the other hand, a multi-front war, as either you or your opponents attempt to overcome all of their rivals through force in a last push to victory, can bring some life back to an otherwise certain conclusion.

How can developers fix this? It’s long been an issue and though it seems many developers have tried to add original ideas here, they haven’t always been successful. The problem is that some of what makes the genre so interesting, that is the eXploration and eXploitation phases, tend to either become a moot issue (there is only a finite amount of eXploration to be done) or have snowballed to become either an immovable object or a disasterpiece of irredeemable proportions.

Let’s take a look at specific examples of games that try to add features and flow to the 4X end game. The game that comes to mind first is a relatively recent entry – Civilization 5. The base game followed the Civilization formula of providing a few different ways to win the game and, as technological progression would have it, some rather exciting powerful units at the end of each game. However, its expansions attempted to add some flavor – and some would say time-consuming filler – to the mid- and late-game through the introduction of religion, archaeology, and the World Congress. Archaeology, in particular, attempted somewhat successfully to provide an added eXploration feature to the later portion of each game. When discovered through research, archaeological sites would pop up across the map, usually in relation to battles previously fought or other map features previously discovered in antiquity. Once an archaeologist dug up that site, a permanent tile bonus was applied as well as other passive bonuses, too. While nothing game changing ever takes place, it was still somewhat exciting to find these sites and dig them up since often this would lead to diplomatic tension and possibly war. The feature could have been made better with a chance to unearth very strong bonuses or perhaps, in other games, that same mechanic could be used to unearth ancient technology or other hidden tangible units or bonuses.


Another recognizable example would be Master of Orion 2. The Antarans (an independent AI threat) start appearing in the middle portion of the game and are very difficult up until the very last turn. They aren’t playing the game by the same rules as the other players are. They have but one mission: destroy all of the galaxy, and they’re well equipped to do so. As a result, the game never stalls. Its drama and pressure are ever present up until the very end. Warlock 1 had a different take on this mechanic with the Dremer threat, a more modern take on the Antaran menace, while Galactic Civilizations II had the Dreadlords to create pressure on the turtling players.


Endless Legend, on the other hand, for all that it does to innovate the genre in other ways (the Endless winter, one city per region), falls in to this trap hard. It is particularly disappointing when so much of the game tries to overcome other issues and particularly obvious with so few units uniquely available to each faction (though the diverse minor factions do help). Most other 4X games can show an obvious ‘unit progression’ and, while I appreciate that each of the three faction-specific units of Endless Legend can be upgraded with new weapons, armor and items, the lack of (main) units does feel confining, especially in the end. I would love to see Endless Legend adopt a similar mechanic to these other titles (with the intent of diversifying gameplay) and allow for factions to possibly find ‘Endless’ technology towards the final eras. Currently, the feeling of progression nearly stops entirely as the player enters the fifth era of research in the game. After that point, there is very little to look forward to. The remainder of the techs are simply additions to existing bonuses and do not provide additional tangible progression milestones. Where other games would continue to introduce new units (particularly big and exciting ones), new spells, new wonders or new hero abilities, Endless Legend has none of this. After progressing through each of the faction’s master quests (that are the same from game to game), this oversight causes quite a hit to the title’s replay value.

What else can the genre do that developers haven’t tried yet? Aside from changing the way the game is played in almost every way, while retaining some familiar tropes, as Jon Shafer’s At The Gates or Stardock’s Sorcerer King are trying to do, I can still think of some exciting things to spice up the latter half of our favorite genre.

First, let’s preface all of this by saying that options are good and that most of what I suggest should be an option that can be chosen or not. Getting that out of the way, I’d love to see things such as the last player having a chance of discovering a super weapon that significantly closes the gap between them and those factions that are currently close to winning. Think of the way Europa Universalis handles the late game.You’re never safe in EU4; even when you’re powerful and large, nations are still capable (and often, very willing) to ally with one another when their combined strength is greater than yours.


Another example that I like, but think can be improved upon, can be found in Colonization (The original, not the Firaxis reboot). Throughout most of the game, you play more or less like you would in a traditional 4X (although it does have some very unique mechanics). You’re interacting with the various nations that are also colonizing the New World and you must compete with them for space and resources. However, to win the game, you must declare independence from your parent country and win the subsequent war of independence. Your ability to play the first three-quarters of the game factors heavily into how well you are able to defend yourself and win this revolutionary war. Of course, variations of this mechanic could be implemented in other titles, like preparation for an alien invasion in a science fiction 4X, but it could also be solidified through various ways to win that ultimate war, like allying with powerful friends, uniting them all under one banner through diplomacy, global war, or other means.

In the end, however, it’s painfully obvious that the 4X end game has become rather bland. In days past, some games made a big deal of your winning ways. End game movies showing your rise to power were more common and the end of a game felt more fulfilling. I would love to see future 4X games bring these cutscenes back, showing how your race/faction/country came to power with cool flavor text about how its future unfolded. Things like this really help make the end game fun and encourage players to finish games, rather than just start a new one once the winner has been quasi-determined (usually about one half to three quarters of the way through).


Now that we’ve seen a resurgence of the genre, my hope is that more and more of its weaknesses are addressed in each new entry. Games like Endless Legend, At The Gates, and Sorcerer King lend hope that, with the power and influence that independent developers now wield in the shaping of various genres, we may yet see some truly innovative games pushing the envelope, instead of everyone trying to mirror the successful games of the past. I’d much rather see people embrace what is best about our favorite type of game and create additional ways to engage the player through new and exciting mechanics. I just want someone to revisit the end game and figure out a way to keep us as involved – and excited – as we are in the first few turns until the very last. There’s too much talent out there to be anything but hopeful that this could become a reality.

4 thoughts on “The End Game and its Follies

  1. I think you absolutely nailed the two main endgame problems, which is great because one of them is talked to death while the other is usually overlooked. The tedium of the “mop-up” phase where everything’s a foregone conclusion and you’re in micro-management nightmare land is certainly well known. But I think the bigger problem isn’t talked about often if at all, and that’s that there’s no sense of exploration once you reach a certain point, and it’s totally nonexistent by the endgame.

    IMO, exploration is what separates exceptional games from just good or mediocre games. There’s something about that dopamine hit from seeing what’s over the next hill and finding that next great planet to settle or resource to exploit that the rest of the 4X experience just can’t match. Physiologically, I think it’s the genre’s answer to the intermittent reinforcement that adventure RPGs and MMOs tap into with their loot and level systems. Although seeing huge fleets of awesome space ships shooting each other to bits is a close second. :p

    Dominions does a great job of keeping the sense of exploration because you’re always encouraged to find cool new combinations of research/magic paths/summons/battle spells/magic items/super combatants, both to solidify your own position and to counter the equally devious tactics your opponents are deploying. It’s not exploration as in revealing the game map, but it’s still the same process—finding what opportunities are out there and how you can make use of them. Plus the Thrones of Ascension in the latest version add an exploration element to the mid-to-late game.

    Distant Worlds does the same to an extent, since the goodies scattered around the galaxy can be pretty game-changing (fleets of ancient powerful ships, Death Star lasers, secret governments that basically turn on God Mode, etc.), but since they can all be exploited pretty much as soon as they’re found and scouts are scouring the galaxy from plenty early on, they don’t really keep you going past the early-mid game.

    Let’s hope that between those trend-setters, good blogging like this, and receptive developers, a better end-game is only as far away as that next hill on the horizon. ;)


    1. Devildog here! Thanks for the great feedback and awesome compliments! I’m glad you agree with my sentiments here. It makes it all worth while ;-)

      Glad to have you here, too. We need more passionate 4X’ers! Welcome aboard!


  2. The end game is why I tend to play smaller games, directing many units and cities becomes tedious on large maps. Civilization V suffers the most from this because you can’t just stack units and move them as a whole; it is still a great game though. On the positive side, I’ve been enjoying Paradox’s games lately which seem to bypass the turn ‘bloat’ by virtue of being real-time.

    On the diminish returns of exploration: I think part of the issue is that exploration in 4X games is tied almost solely to geographic discovery. A modern world, one which has no secrets in regards to terrain, experiences exploration through technology, art, politics, ideology, etc. Unfortunately, although those concepts are present in 4X, they are abstracted and linear. You know exactly what you are going to research, you know what political ideologies are going to develop, you already know the impact art and ideology are going to have in the game (usually numerical); there is no actual discovery for you as the player.

    I’m not sure how you work out of that linear trap, but I think you could follow a model similar to Dwarf Fortress and its many progeny (Clockwork Empires, Rimworld etc). In those games, characters are defined by a variety of traits; these individual traits are predictable and known, but how they work as a whole is unpredictable. For example, although a bug, in Clockwork Empires I had a character who discovered he was related to himself; on this discovery he commenced a friendship, with himself… The result was having a citizen who was happy to work on their own, because they were never lonely!

    Attaching such a system to politics, art, or the character of a nation would become complicated, and possibly a nightmare for QA; but I really feel like keeping the sense of exploration alive in the end-game requires diverting the focus from land to the internal character of your empire and people. I want to make a race of fat, train obsessed frog people, and see their communist empire grow in unexpected ways.


  3. A lot of 4X games have a mechanic with victory points: Boring grinding.

    Master of Magic has a good endgame:
    1. The game has a clear story line, four enemy wizards, all will kill/ban you.
    2. If you begin to cast the spell of mastery, all other wizards declare you the war.
    3. The endgame has a lot of game changing spells (like ban all fantastic creatures or kill all units) – only the AI is too buggy :( (But very good in Caster of Magic, a new Mod)

    My opinion is: Every player should have an interesting endgame.
    Your 4X has gods and magic? Easy doing! Let the weakest player find the secret of invulnerability. Or give him a map to a mighty item. A very good hero will help him. Or he found a game changing mechanism like a spell. Thats ok! tell the others about it and let the fight begin!

    You 4X has nations like in Civ? Perfect! Give them a morality system, make greater nations decadent like rome. Religion needs religious leaders! Or slaves! Or you have a great scientist with a great boost for your science output. Or better tanks and warships. Why not play with economical leaders and group of companies?
    So much possibilites for a good endgame for all players…

    Liked by 1 person


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