Reply
 
Thread Tools
Old March 6, 2003, 20:06   #61
Ianpolaris
Chieftain
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 82
Kalbear,

First of all thanks for the pleasent and in-depth response. I am quoting you and answering you point by point to be sure that I don't miss anything importat....so I apologize about the length in advance. Fundamentally on some issues, I think we are going to have to agree to disagree....but I note (judging from the consumer feedback on Amazon, Gamespot and others) that IMHO my feeling are probably more in line with the gaming community than some who would defend this "game".

Quote:
Originally posted by kalbear
Ian - I asked what you thought were errors in the game that you felt could not be fixed by the modding community relatively quickly. And you still haven't really answered that.
I thought I tried, but let me try again by answering the rest of your post in order. Perhaps I was being unclear.

Quote:
You say that it would take time to fix everything that is broken. What exactly is broken that the modders can't fix? Heck, what is broken that hasn't been fixed by the modding community already?
You can only Mod what the programers let you mod. That is to say you can mod the parameters of the game, but if the engine is fundamentally unsound or inflexible (or in the case of Moo III both), then there is only so much you can mod. I will explain in depth as I go. I also note that for the typical customer, you should never have touch the .mob files just to make a usuable game. If the Devs had wanted us to adjust those things, they'd have made an editor (like Civ 2).

Quote:
The diplomatic AI is getting closer to being correct, and the biggest deal I can find (and this is a big deal, mind you) is the PD bug.
The PD bug makes missiles unbalanced...there is no reason /not/ to build anything but missile boats which is what they were trying to get away from AFAICT. It is also precisely the sort of thing you can not Mod out....it is an engine flaw. Can this be patched? Probably, but it will take a patch and not a mod...and patches cost the company MOO-la (pardon the pun).

Quote:
What is so hard to do in the game that would take forever to do? Are you talking about design issues, bug issues, or something else?
I am primarily talking about design issues. There are things that people are calling bugs that are really design issues. The best two examples are the horrible interface and the total lack of numeric feedback. As I and Ellestar have indicated before, the lack of numeric feedback seems to be fundamental to the engine and thus beyond the scope of a simple patch. It is also our opinion (ask him if you doubt) that this was supposed to be a feature......which says volumes about the Dev team...and not in a good way either.

Quote:
For example, if you believe that the interface is fundamentally unsound, then I believe you are right from your point of view; the interface is not going to fundamentally change from here on out. There might be shortcut keys/ways to get to the military queue, for instance, or to deploy a colony ship, but I don't see them doing significant changes to the interface. If that is what you see as a flaw, well, that's understandable.
Almost everyone sees the lousy interface as a flaw as well as the lack of positive numeric feedback. If those can not be patched (and you just indicated that you think they can not be...and I agree) then that's enough to kill the game right there, at least in the long term.

Quote:
But on the other hand, you can do things like make every single planetary improvement buildable by the player through the planet queue, and thus make it so that the AI never touches them. I suspect the same is true for DEAs, but we've not found out how quite yet; they both use an invisible queue, and it's just a matter of putting them into a visible one that the AI doesn't have control over.
Even though I am only an amature programmer, even I know that is a /lot/ easier said than done...especially given the graphical interface and the design decisions that went into the engine.


Quote:
Poor design decisions do seem to be there. There are many things I don't like and wish were different. That being said, there's very little of the overall game I find so hideously flawed it can't be fixed. Fleet compositions are hardcoded, true, but at the same time one can make new fleet types with different compositions. One can vary the levels that these are built and favored as well. Would it be nice to build various ones as you see fit? Yep, but a corrolary is to have a mod that has all the ones you want.
I think you are missing the fundamental point that Laz had made. In a strategy game, the player should be able to make any fleet composition and task force composition without altering how the AI builds it's fleets. In short if the player wants to make all Super-Dreadnoughts (setting aside whether or not this is a good idea), then he should be able to do that without hardcoding the AI to do the same. Choices==Strategy. If the player has no choices, then there are no strategic decisions. I thought I was clear about that earlier. Given the limitations of the engine this goes WAAAAAY beyond modding or even patching. Allowing the player the flexibility to make his own fleet of his own composition would require rewriting entire sections of the base code AFAICT.

Quote:
As to listening or not listening to the BTs, I think they did release a game that wasn't well-polished. That doesn't mean they won't polish it.
I doubt that they will. The reason being is look at my points 3 and 4 above. Dev egos clearly got in the way (which is what usually causes 'Feeping Creaturism') and judging by the shifting deadlines that suddenly stopped shifting and the almost total silence from the Devs and Infogrames on the IG boards (and here), I strongly suspect that IG is dropping this game like a proverbial 'hot potato' and cutting their losses. If that is so, don't expect financial support for patches (beyond perhaps one three months from now). In short, if you bought the game and are hoping QS will polish it later, there seems to be a good chance that you will wait in vain.

Quote:
Again, I realize you played MoO2 when it first came out and loved it, but I HATED it. It was a miserable game full of CTDs (something I've not had once, yet), various graphical errors, weird bugs with ship construction, lying interfaces, odd stats, and horrible imbalance right out of the box. It was playable, but it wasn't as fun as MoO was - it was merely prettier. YMMV, apparently - it took to 1.2 to make it playable; heck, 1.1 made it worse, and 1.3 was just wacky.
I started playing Moo 2 version 1.2 (out of the box), and while there were some balance issues, I had control of the game and the game was fun to learn. It seems as though the people that made Moo 3 hated Moo 2 with a passion....and thus made a mistake. In the general 4X community, Moo2 was (and is) considered a classic game. Pissing off a major part of your prospective customer base because of your personal bias (I am referring to the original lead developers) is stupid...and IG should have stepped in long ago to set him straight...if only from a marketing standpoint.

As for our opinions on Moo 2, I suspect we will have to agree to disagree. To me Moo 2 along with Civ 2 sets the standard against which all other 4X games are to be compared against.

Quote:
I do see that it's a big disappointment to you, and I appreciate you being articulate about it, but I just don't see what's so impossible to change about the game yet.
*sigh* I do...and believe it or not I take no pleasure in that assessment. If the game were in fact fundementally fixable, I might actually get back to it (after it were fixed) and Moo 4 might actually be a possibility.

Then again, hell might freeze over too.....

-Polaris

Last edited by Ianpolaris; March 6, 2003 at 20:19.
Ianpolaris is offline   Reply With Quote
Old March 6, 2003, 20:40   #62
kalbear
Warlord
 
Local Time: 20:46
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 282
Ian -

We've already changed the planetary queue to include everything but DEAs. Everything. Want to build hydro farms? How about organic factories? We can make it put them in the military queue if we want to - and sometimes like in the case of autofactories, that's a decent option, as it lets you do AFx10. The hardest one so far has been spaceports. But there's only one person working on it, and only a couple investigating it further. So yeah, while I can see why you would be skeptical, I'm telling you -we've already done it. It's just a matter of time. Furthermore, I'm a bit more than an amateur programmer, and let me tell ya - the way they did these mods makes things stupidly easy to fix and change stuff as we see fit. Things are laid out in a pretty easy way.

Lack of numeric feedback is actually quite easy to fix. The primary problem there is the lying on the descriptions of techs, the various places that this information is hidden, and calculations that get done under the hood. Fortunately, the hood is pretty accessible. The encyclopedia/tech description mod gives numbers on all techs and all magnate races. We know how all the DEA calcs work. We don't know some of the intricacies of space combat values - like how ECCM vs ECM work, for instance - but again, it's a matter of time. We've been at it for a week now. That's pretty nice progress, IMO. Once we've figured out how the game works, putting those values in as text or even as variables isn't impossible or even hard - it's merely tedious. So while I do agree that the way the interface works can't be modded away, I do think lack of numeric feedback can be fixed, and fixed pretty quickly.

PD, at least for now, has a workaround that makes it at least usable - you must have missiles on your ship. It appears that PD works based on the max range of your weapons relative to when the missiles were launched - meaning that if they were launched immediately, you're going to be hosed. Missiles have unlimited range, and therefore make it so that you always are 'in range'. It's a dumb bug, but it's one that I feel can be patched without too much problem. It sounds like a couple simple logic errors and use of the wrong value somewhere. And once you do this (or if your PD is working) missiles become far less threatening unless you use them in huge masses. Even then, not so much. It becomes something like Honor Harrington books - ships of the line hanging out together and combining their PD. It's pretty cool to watch.

We've been able to change fonts, graphics for the UI, graphics for stars, pics for the techs. We can't change the interface hugely, this is true, but we can make it look much better and far more readable. Sounds are changeable as well. Voxels and diplomatic graphics are the hardest ones to get right, though it is likely we'll find a way to do it if we want to.

On choices == strategy and the fleet design syndrome, yep, that's a choice they made in the design. And I happen to like it. I know you don't, and I know others don't, but it's not like you're hampered by it but no one else is. Everyone has the same rules here. Heck, there's nothing stopping you from, say, making a carrier ship and putting it in a recon role or an escort role. Nothing at all. You can make nothing but recon ships that have huge amounts of ultraspinal mount weapons if you so choose. Or make them IF ships that don't IF. Whatever you want. It's there. You shouldn't have to work around it so hard if you don't want to, I agree, but the fact is that you still have that choice. Just because the choice isn't presented in a way that you find optimal does not mean the choice isn't there for you. If you want to make nothing but superdreadnoughts, you can without problem - just as long as you call them under different missions. There ya go, simple. Heck, if you do that the AI will build them in the right proportions for you as well for the various TFs.

And once again, we've already been able to introduce player-defined TFs of arbitrary size. Want a 64-size TF that consists solely of CA mission ships? You can do it. You can't do it in game - these are static things that are defined once, and that's unfortunate - it would be kind of sweet to be able to define your own TFs of whatever choice you like. But it's also another thing you might have to MM, and I don't think it gets you a lot of options or strategy.

Moo2 1.2 wasn't the first version out of the box - it came out months after the game was originally released. I loved MoO 1.2, and played it to death. But I hated MoO2 1.0 because of it's wasted potential and obvious failings. I still play MoO2 to this day - or did until last week, at least. So I don't think we disagree on MoO2, merely our OOBEs differed.

Dev egos, IME, never cause feature creep. It's almost entirely a top-down driven design system. Devs that I know like making a few features as good as they can, not the other way around. As a dev, it pisses me off to see this misconception thrown around. If you want to blame someone, blame the PMs that tell devs what features to institute. Alan Emrich was the lead designer - he's the one responsible for over half the features that were cut from the game.

A week is not that big a time in terms of devs working on something. It might seem that way to you, but it's not that big at all. Most folks are at GDF all this week, or they better well should be. Others are taking a break for a while. IME, they'll be back. I realize that you believe that IG doesn't deal with their games, but I don't think that's accurate: they have a history of releasing early product and then patching it to very decent status. That does hurt their initial sales, I'd imagine, but it does eventually produce a good game. If it's been this easy for the mod community to do things like radically change AI behavior, graphic appearance and information in-game, do you really think it'll be that hard for those with the proper tools to make the necessary changes once they know what to look at, thanks to the community? Also, the devs have been posting at IG, especially those looking into the various AI things - they're just not posting here, and really have never done so all that much. Apolyton is small fish by comparison.

Finally, I'd like to say something: It makes me mad when the diehards have to spend this kind of energy to make a game what it should be. It isn't correct and it isn't fair; I would much rather have volunteered my time 5 months ago then have to do it now, when rabid fans are screaming at everyone that they're stupid. It's a problem; a problem with our industry and developers. I don't like it, but the fact of the matter is that I do like this game, and every new change I and others introduce makes it that much better.

Thanks for listening and posting such eloquent arguments. If you're interested in finding out more about what the mod community can do, check out the fan modifications board. Just checked it out a minute ago, and I see someone's added how to add new techs to the game. Neat.
kalbear is offline   Reply With Quote
Old March 6, 2003, 20:54   #63
Ianpolaris
Chieftain
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 82
Kalbear,

At this point, I would actually have to see a working version of Moo III (and I think we both know what I mean by that) before I would ask my friends to give me Moo III back.....and even then I would only take it back for a day or two just to be sure that what needed to be fixed was.

You could be completely right. It is possible that Moo III might be adjusted to be a great game. However, given IG's attitude (or at least apparent attitude), I very, very skeptical...and as a Dev yourself, you should be too.

The game went GOLD after all on Jan the 25th....so the Devs have had five weeks to fix the problems once they knew what the final product was going to look (and play) like. Please don't say "they've only had a week, so be patient". We both know that that is a little white lie.....

-Polaris

Edit: As an afterthought, I want to add this: While I stand corrected on the 'cause' of feature creep (since you are a Dev I will take your experience to be more in line with the norm than mine), can we at least agree that Moo III does suffer from 'Feeping Creaturism'?

For that matter, it also seems clear that Emrich's (sp?) ego did get in the way at least at some point. The fact is that Moo 2 was a very popular game and was one of the benchmarks the Moo community was sure to compare Moo III against. Can we at least agree that thinking "you know better than the customer" is at best risky and at worst product destroying hubris? I am shocked that someone at IG didn't smack some sense into him years ago (or perhaps...warning: baseless speculation....that is why he got fired?)

Last edited by Ianpolaris; March 6, 2003 at 21:02.
Ianpolaris is offline   Reply With Quote
Old March 6, 2003, 21:05   #64
kalbear
Warlord
 
Local Time: 20:46
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 282
Well, yes and no, right?

We know that they didn't know about the anemic AI or the PD bug. We don't know about the various information stuff, but they've said they're going to do a new revised and heavily annotated manual here momentarily. What that means, I'm not sure. And I'm not sure how much they expected people to 'not get it'.

I think a lot of this caught QS by surprise. The BTs all lauded the enemy AI's aggressiveness and ability to attack well and often; apparently that got changed very late in the process and not well tested. The PD bug doesn't manifest itself for everyone apparently; that's another problem. While it's not great that they didn't catch these things in development, I'd like you to point me to one PC game that did catch these kinds of bugs before their first release in the last, oh, 5 years. The only one I can think of is curse of monkey island, and I"m not sure that's only 5 years old.

I don't like the practice either. But I know what's reasonable and unreasonable to expect.
kalbear is offline   Reply With Quote
Old March 6, 2003, 21:44   #65
Ianpolaris
Chieftain
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 82
Kalbear,

There is a difference between a few bugs, issues, and balance problems....which we both agree is endemic in the industry today....and releasing a product that is barely beta in quality and almost (and IMHO *is*) unplayable.

You are a Dev.....surely if a member of your team presented you with this sort of interface for the user, you would fire the offending programmer on the spot, no? I admit that I am only an amature, but I have seen first year Comp-Sci majors do that better.

In short, I think it is reasonable to expect a playable game.....with a few rough edges. What we got was far less....and IMHO looks like it was made by amatures. Can you as a professional Dev disagree? If so please explain why. That is an honest question....is there something here that I am geniunely missing?

-Polaris
Ianpolaris is offline   Reply With Quote
Old March 6, 2003, 23:19   #66
kalbear
Warlord
 
Local Time: 20:46
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 282
That's a good question. It's really hard to say. Keep in mind that most devs don't design the UI, they design the code that makes the UI work. So if a dev handed me a UI like this, I'd probably laugh at them for a bit because it was ugly, and go tell them to fix some bugs instead.

I'm not sure at all most of the blame should lie with devs of this game. I don't think it really should, IMO. I've never, EVER seen a planetary AI do this well in any game. It's absurd how good it does most things. Especially by comparison to anything else. But it's a problem, because people don't want to feel so out of control.

Combat is smooth at any zoom level with massive amounts of explosions and multiply independent effects going on. That's some good work. I know many think the graphics are ugly (I don't agree, I think combat is amazingly cool once you get into bigger battles) but the actual combat itself is well done.

Menuing itself is quite slick - animations are smooth, menus go well into each other, response time - with one BIG exception - is nice. The exception is the very finicky sliders, which should be fixed.

So, no, I'd not fire devs that worked on the UI. I'd fire the designers. Oh wait - IG actually DID that. What I wonder is why people didn't have these kind of gripes two years ago, when they saw the original mockups of the screens with about 40 different buttons instead of the 10 we have now. Didn't it look complex and unintuitive then?

Similarly, with information. Devs aren't responsible for writing the descriptions of tech. Or of how things work. Or the manual, or ship combat, or any of these things. It's obvious that they had a clear understanding of how things worked and why, and this information is there - but why is it that Natural Engineers describes "adds to manufacturing capacity" when it really adds to industry per pop? Why is the manual so horribly useless? Why is there no in-game help? It's not because the devs can't do it - look at the combat system and tell me that a 'onrightclick' event system is too hard - it's because someone out there said this is the design.

Devs obey design. Or they don't last long at a company.

So I see a lot of design flaws that have very little to do with the programming qualities of the game. I do disagree that the UI is horrific or broken - to be honest, getting into build queues for me is faster than it ever was in MoO2 now that I know ho to manipulate the planets screen better, for instance. There is a lot missing, but the fact of the matter is that this is an infinitely more playable game than most games released these days. It might not be to your preference, you might not like the design - and that's your right - but to say it's not playable? Dude, did you play things like Deux Ex? The only company that regularly does it 'right' is blizzard, and they are blessed by making very simplistic games that have a lot of depth, along with hundreds of developers more than QS ever did.

Saying it is barely beta means to me you've not played the game all that much. I've not heard of one undocumented CTD. None. I've heard of DX skin issues that were traced back to driver problems, and mod issues, but not one crash. Do you have any clue how astounding that is for a game of this magnitude and scope?

I don't want to keep making excuses for them, honestly, because I don't feel that they're needed. I don't like how the UI looks, but it's been that way forever. I don't like how diplomacy is confusing as all getout, but I have faith this will be changed. I don't like the couple of bugs I've seen so far, and they're workaroundable or fixable reasonably easily.

What's totally inexcusable is the amount of documentation and in-game help/information available to the player. For a game of this complexity, this is just flat-out WRONG. The PD bug is wrong but wasn't found in the process, which I understand. The graphics aren't stellar and the UI system could use some work, but it is what they said they'd have for hundreds of moons now and it's quite functional and usable - at least for me.

The documentation blows. That pisses me off that I spent a weekend fixing the tech descriptions so that they actually told you what the hell they did in game terms. Not that you know what the game terms are, since you have this information nowhere to be found, but it's something.
kalbear is offline   Reply With Quote
Old March 7, 2003, 01:21   #67
Ianpolaris
Chieftain
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 82
Kalbear,

Alright then....that goes to show you why I work for myself. I would quit before being shackled to a design like that......but I understand not everyone is so lucky.

Let's agree on two points:

1. The documentation (at all levels) is simply poor to downright non-existant which for a game of this complexity (in interface) is a sin.

2. The AI is so "good" (I would say pervasive but then we'd be quibbling) that the user feels out of control. IMHO and IME that is horrible for a game.....because otherwise why play?

As for IG being responsible for the design....again I will take your word for that. However, shouldn't the BTs have said something? For that matter shouldn't the Dev team have said something to IG about that?! After all, the Devs have to code it; if I were a Dev I'd be ahamed to have my name on such work.

As for Beta, you do have a point. If you read my review, I did comment that this is probably the most stable game I have ever played which is (I agree) saying a lot. However, why don't we say that the game looks completely untested, unpolished, and unfinished w/regard to gameplay. Can we agree on that?

-Polaris
Ianpolaris is offline   Reply With Quote
Old March 7, 2003, 01:27   #68
Arnelos
Civilization III Democracy GamePtWDG RoleplayInterSite Democracy Game: Apolyton TeamCivilization III PBEMPtWDG2 Mohammed Al-SahafACDG The Human HiveC3C IDG: Apolyton TeamIron CiversApolyCon 06 ParticipantsCivilization IV: MultiplayerC4DG SarantiumCiv4 InterSite DG: Apolyton Team
Emperor
 
Arnelos's Avatar
 
Local Time: 15:46
Local Date: November 1, 2010
Join Date: Sep 2002
Location: of the Free World
Posts: 7,296
I hate it when my ISP goes down for 2 days... you guys write way too much materials... I'm not going to bother to read it all.

What I skimmed sounds like just more typical argument here....
Arnelos is offline   Reply With Quote
Old March 7, 2003, 01:36   #69
vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
 
vmxa1's Avatar
 
Local Time: 16:46
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
One of the problem that is common in applications documentation is that the people that write are often uninvolved with the app. They get the 411 from teh devs. This is fine, but the devs know the app and hence tend to not look at it from the view point of a user that has never seen the product before. This leads to information missing as teh devs "understood" how it functions.
The writers only care about implemetation of the 411 they got.
Once done, someone reviews it. In most places that is, you guessed. Devs and Testers and in house users.
This will catch some things, but these player all have a familiarity with the app and will also leave out information that newbies need.
In my experience most reviews will gloss over the doc and look for obvious typos and things (I know I have doen that a time or two). I mean someone hands you this manual draft and says review by thursday. Well you already have all you can do, so come thursday you jam through it.
vmxa1 is offline   Reply With Quote
Old March 7, 2003, 01:48   #70
Ianpolaris
Chieftain
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 82
vmxa1,

I can certainly understand that. When I am in the last stages of a research project and I am writing the paper for publication, I have found it is often all to easy to leave out crucial steps in your calculation and reasoning because by this time it is "obvious" (after months of research). It sounds like much the same thing happens in professional computer game design just by what you said.

Given that, why were there only 25 BTs testing this product? Surely with a game of this complexity, you would want hundreds of BTs testing this from the entire spectrum of your target audience, no? For that matter why were the BTs ignored? [I happen to have read at least one instance (on the IG boards) were a BT was nixed and a reviewer almost pilloried during the Dev process because he wanted an easier to manage game more like Moo 2. This may be apocryphal, but given the reaction thus far I believe it.]

I know when a researcher is actually writing his paper, he has collegues from entirely different fields of research proof-read the paper to make sure that nothing important is left out....repeatedly. Aren't BTs supposed to do that?

I also have heard no comment on Emrich's hubris. Isn't it just plain silly (to put it in the kindest possible way) to alienate a major segment of your target audience just because you (Emrich) hated Moo 2? Why didn't someone at IG set him straight? [After all IG is marketing this thing and paying the bills, yes?]

-Polaris
Ianpolaris is offline   Reply With Quote
Old March 7, 2003, 01:54   #71
Arnelos
Civilization III Democracy GamePtWDG RoleplayInterSite Democracy Game: Apolyton TeamCivilization III PBEMPtWDG2 Mohammed Al-SahafACDG The Human HiveC3C IDG: Apolyton TeamIron CiversApolyCon 06 ParticipantsCivilization IV: MultiplayerC4DG SarantiumCiv4 InterSite DG: Apolyton Team
Emperor
 
Arnelos's Avatar
 
Local Time: 15:46
Local Date: November 1, 2010
Join Date: Sep 2002
Location: of the Free World
Posts: 7,296
umm.... Emrich was let go months ago and hasn't been working at QS since near the start of the project, right?
Arnelos is offline   Reply With Quote
Old March 7, 2003, 02:01   #72
Ianpolaris
Chieftain
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 82
Arnelos,

Emrich was let go only a few months ago and only (to the best of my knowledge) after all the major design decisions had already been made. Remember that Moo III was supposed to come out more than a year ago and the actual project was to my knowledge almost two years overdue (which almost means grossly overbudget unless computer game design is different from any other design I have heard about).

In short, when it was Emrich who hated Moo 2 and it was Emrich that made some of the crucial design decisions that alienated many of us who liked Moo 2 early. Check out the old Delphi boards if you doubt me on this. Now given that as a whole the Moo and 4X community happen to think that Moo 2 (along with Civ 2) is a 'benchmark' game, doncha think that was just a little silly?

-Polaris
Ianpolaris is offline   Reply With Quote
Old March 7, 2003, 03:21   #73
Arnelos
Civilization III Democracy GamePtWDG RoleplayInterSite Democracy Game: Apolyton TeamCivilization III PBEMPtWDG2 Mohammed Al-SahafACDG The Human HiveC3C IDG: Apolyton TeamIron CiversApolyCon 06 ParticipantsCivilization IV: MultiplayerC4DG SarantiumCiv4 InterSite DG: Apolyton Team
Emperor
 
Arnelos's Avatar
 
Local Time: 15:46
Local Date: November 1, 2010
Join Date: Sep 2002
Location: of the Free World
Posts: 7,296
Ok, now I see what you're talking about.

As for MoO2, I agree with Emrich that MoO was a vastly better game for gameplay.

That said, I honestly think MoO3 has more in common with MoO2 than MoO... so I guess I'm just not seeing how hostility to MoO2 and preference for the original MoO is what shaped MoO3...

If that was the intent, they hit waaaay off.
Arnelos is offline   Reply With Quote
Old March 7, 2003, 03:35   #74
Ianpolaris
Chieftain
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 82
Arnelos,

That's odd. While I have never played Moo I, I have heard a great deal about it (from friends of mine who have). Based on that, I rather thought Moo III was a throwback to Moo 1 (esp with taskforces and the research system). This difference in perception could be a matter of taste so I will move on.

I happen to know (from lurking both on the IG boards and the older Delphi boards) that Emrich hated Moo 2 and that affected (by his own admission) many of the fundamental game design decisions (such as overbearing macromanagement) that many people now openly loathe.

Let me leave you with this thought: Doncha think it is sort of odd that those that defend Moo 3 either here or on the IG boards either preferred Moo 1 over Moo 2 OR never played a Moo game before? I am not (yet) saying that it is a statistically significant sample....and I am in no way suggesting that those that post on these boards are necessarily representative of the gamer population as a whole......but don't you think this is interesting especially in light of Emrich's indisputed hatred for Moo2 along with the (admitted!) direct influence it had on his design decisions?

-Polaris
Ianpolaris is offline   Reply With Quote
Old March 7, 2003, 03:46   #75
Arnelos
Civilization III Democracy GamePtWDG RoleplayInterSite Democracy Game: Apolyton TeamCivilization III PBEMPtWDG2 Mohammed Al-SahafACDG The Human HiveC3C IDG: Apolyton TeamIron CiversApolyCon 06 ParticipantsCivilization IV: MultiplayerC4DG SarantiumCiv4 InterSite DG: Apolyton Team
Emperor
 
Arnelos's Avatar
 
Local Time: 15:46
Local Date: November 1, 2010
Join Date: Sep 2002
Location: of the Free World
Posts: 7,296
I agree that such a correlation IS interesting, yes.

I loved the original MoO and while I certainly like MoO2 and play it on occassion, it's just not as fun to me as the original MoO.

But you see... part of what made the original MoO so much fun is that it was SIMPLE. It was huge, yes. You tons and tons and tons of ships and planets and things, but the gameplay itself was amazingly simple. The macromanagement tools were easy to understand and, once again, were SIMPLE.

The reason MoO2 was a not as fun was that you had all of these individual miners and researchers and farmers and you felt like you were spending more time micromanaging which pick-axes each miner used than worrying about holding the front near the Xengara system with back-up forces coming in from other areas.

MoO2 had more things to do, but it lost a lot of the sheer scale of the original MoO. The magic of the original MoO was that it was somehow huge and simple at the same time.

The reason why I think if they were aiming for the original MoO, they missed by a long shot is this:

MoO3 is hellishly complex. It's huge alright and that's a desirable throwback to the original MoO for me, but it suffers... debilitatingly suffers, from that hugeness being complex to handle rather than simple to handle. In there being so much complexity that you are tempted to micromanage, the game seems more like MoO2 and than the original MoO (meaning what was NEGATIVE about MoO2, not what was great about it).

I liked MoO2, just not as much as MoO. I'm generally liking MoO3, but not as much as MoO. My reaction is actually quite similar to both MoO2 and MoO3... neither is MoO. They're DIFFERENT forms of "not MoO", but both significantly diverge from the original MoO in some ways to be almost unrecognizable.

I think I'm liking MoO3 in the same way that I liked MoO2. Forget about it being "MoO" and just treat it as its own game. On its own, it's not a bad game... even has some really nice things about it (as with MoO2). It's not MoO and has some significant drawbacks compared to MoO, but it's a good game even with the drawbacks.

So I'll enjoy it... but I'll still go back to play MoO or MoO2 every now and then. They are three rather different games.
Arnelos is offline   Reply With Quote
Old March 7, 2003, 03:51   #76
notyoueither
Civilization III MultiplayerCivilization III PBEMInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamApolytoners Hall of FameCiv4 InterSite DG: Apolyton TeamPolyCast TeamPtWDG Gathering StormC4DG Gathering Storm
Deity
 
notyoueither's Avatar
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
I think what is statistically valid is that major fans of a game are very hostile to fundamental changes to the concepts of that game in a sequel. I can see that. I can appreciate that. However, that the lovers of 2 hate 3 is not an objective measure of the value of 3.

We've seen it all before, believe me. I mean, BELIEVE ME! The Civ2 die hards hated and hate 3. Big deal! There are a large number of people who like Civ3. There will be a large number of people who will love MoO3. I'll most likely end up liking it if they can fix some of the balance issues and the major bugs.

What I see in MoO3 is an attempt at an innovative new idea. I can see the value in what they are trying to do. What I hope is that they see it through and fix the problems in the initial release so that what was intended becomes a reality.

At the same time, I can see that many people will be put off by the differences from previous games, and the grade of the learning curve. Some good docs would help a lot with the later.
__________________
(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
notyoueither is offline   Reply With Quote
Old March 7, 2003, 04:03   #77
Ianpolaris
Chieftain
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 82
notyoueither,

Oh I agree that 'the lovers of Moo 2 hate Moo 3' is not in of itself a valid measure of it's worth. I will, however, take pains to point out that you did not pick a particularly good example. Civ 3 (while better and more polished than Moo 3) was a bad game that did not and has not done very well (at least in comparison with it's expectations). The Civ 3 PTW fiasco did not help matters.....but all that of that really belongs on the Civ 3 boards.

I guess my underlying point is this: If you were to do a marketing survey of the hard-core 4-X gamers, I rather suspect you would find that Moo 2 and Civ 2 (along with some other titles.....Civ and SMAC come to mind) form what I call the 'benchmarks of quality'. That is to say that any game (esp with Moo in the title!) will inevitably be held against Moo 2 as it's standard.

Given that fact, don't you think it was more than a little strange (I am tempted to use harsher language) for a developer to allow his person bias to alienate a huge chunk of the target audience? Don't you also think it was more than a bit odd that IG let him get away with it? [If I were an IG suit, and I read Emrich's first post bashing Moo 2 (on the Delphi boards then), I would have had him in my office pronto to explain the realities of market capitalism....such as don't piss off your customers! ]

That was really what I was trying to get at. Don't get me wrong, I am all for groundbreaking and innovative game ideas. However, if Emrich had a new and unique vision for his game, he should have convinced IG (or another publisher) to make a NEW game....and then let his ideas be judged on their merits....without any preconceived baggage.

I guess I am saying that IMHO Moo 3 was crippled almost from the start by a lead Dev who hated Moo 2 and on an emotional level, he allowed that to cripple the project by alienating large parts of his target audience.

-Polaris
Ianpolaris is offline   Reply With Quote
Old March 7, 2003, 04:28   #78
Arnelos
Civilization III Democracy GamePtWDG RoleplayInterSite Democracy Game: Apolyton TeamCivilization III PBEMPtWDG2 Mohammed Al-SahafACDG The Human HiveC3C IDG: Apolyton TeamIron CiversApolyCon 06 ParticipantsCivilization IV: MultiplayerC4DG SarantiumCiv4 InterSite DG: Apolyton Team
Emperor
 
Arnelos's Avatar
 
Local Time: 15:46
Local Date: November 1, 2010
Join Date: Sep 2002
Location: of the Free World
Posts: 7,296
See... the funny thing is that a lot of us view the original MoO as our benchmark

But I'll admit we do that because we've been around for a while and actually played the original MoO and benchmarked the upstart MoO2 against it

Just think... Emrich was a HUGE fan of the original MoO that hated MoO2 for ways in which it was different... you and a lot of other people who were huge fans of MoO2 now dislike or hate MoO3 for ways in which it is different....

Gee, what would happen if a MoO2 fan that hates MoO3 makes MoO4?
Arnelos is offline   Reply With Quote
Old March 7, 2003, 04:46   #79
vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
 
vmxa1's Avatar
 
Local Time: 16:46
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
I don't know if Alan hate Moo2 or not, but I love Moo1 and Moo2. I am still not sure about Moo3.
In any event I can not see any resemblance to Moo1 in Moo3 at all.
No starlanes, no TF, very little micromanaging. Ok you could not upgrade ships, but no game had done that at that time AFAIK. Sliders were controlled by the player.
When I play Moo3, I do not at any time see anything that makes me think of Moo1.
I know Alan must have love Moo1 as he wrote the guide and it is the best one I have ever seen, ok he had help (Trotter?).
vmxa1 is offline   Reply With Quote
Old March 7, 2003, 06:22   #80
notyoueither
Civilization III MultiplayerCivilization III PBEMInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamApolytoners Hall of FameCiv4 InterSite DG: Apolyton TeamPolyCast TeamPtWDG Gathering StormC4DG Gathering Storm
Deity
 
notyoueither's Avatar
 
Local Time: 14:46
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
Quote:
Originally posted by Ianpolaris
notyoueither,

Oh I agree that 'the lovers of Moo 2 hate Moo 3' is not in of itself a valid measure of it's worth. I will, however, take pains to point out that you did not pick a particularly good example. Civ 3 (while better and more polished than Moo 3) was a bad game that did not and has not done very well (at least in comparison with it's expectations). The Civ 3 PTW fiasco did not help matters.....but all that of that really belongs on the Civ 3 boards.
Actually, Civ3 sold over a million copies. It is considered a success by the developers. I suspect that PTW may not be the end of that road, either.

I guess what some people expected did not define the totality of the possibilities for the game's success.

Quote:
I guess my underlying point is this: If you were to do a marketing survey of the hard-core 4-X gamers, I rather suspect you would find that Moo 2 and Civ 2 (along with some other titles.....Civ and SMAC come to mind) form what I call the 'benchmarks of quality'. That is to say that any game (esp with Moo in the title!) will inevitably be held against Moo 2 as it's standard.
I think that the Civ2, Moo2 bench marks are highly subjective. Subjective to the people who fell in love with those games. I played Civ for many hours more than Civ 2. Moo for more than Moo2. MoM and some others as well.

When it came time for Civ3, I was ready for something new. I was open to the possibility that it could be different. I was not disappointed.

MoO3 is very different. I have not yet decided whether it is a keeper or if I should shelve it. I do know enough about game development to know that I should either put that decision off, or I should revisit it after a patch or two.

Quote:
Given that fact, don't you think it was more than a little strange (I am tempted to use harsher language) for a developer to allow his person bias to alienate a huge chunk of the target audience? Don't you also think it was more than a bit odd that IG let him get away with it? [If I were an IG suit, and I read Emrich's first post bashing Moo 2 (on the Delphi boards then), I would have had him in my office pronto to explain the realities of market capitalism....such as don't piss off your customers! ]

That was really what I was trying to get at. Don't get me wrong, I am all for groundbreaking and innovative game ideas. However, if Emrich had a new and unique vision for his game, he should have convinced IG (or another publisher) to make a NEW game....and then let his ideas be judged on their merits....without any preconceived baggage.

I guess I am saying that IMHO Moo 3 was crippled almost from the start by a lead Dev who hated Moo 2 and on an emotional level, he allowed that to cripple the project by alienating large parts of his target audience.

-Polaris
This I agree with. It does seem strange if a developer brought in a person who hated what went before. Kind of like bringing in Woody Allen to do the next Rocky.

Although, what I will judge in the end is the finished game, not some of the history of how it got there.
__________________
(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
notyoueither is offline   Reply With Quote
Old March 7, 2003, 07:01   #81
Arnelos
Civilization III Democracy GamePtWDG RoleplayInterSite Democracy Game: Apolyton TeamCivilization III PBEMPtWDG2 Mohammed Al-SahafACDG The Human HiveC3C IDG: Apolyton TeamIron CiversApolyCon 06 ParticipantsCivilization IV: MultiplayerC4DG SarantiumCiv4 InterSite DG: Apolyton Team
Emperor
 
Arnelos's Avatar
 
Local Time: 15:46
Local Date: November 1, 2010
Join Date: Sep 2002
Location: of the Free World
Posts: 7,296
It is useful to note that Alan Emrich was brought in precisely because the original MoO was a Hall of Fame game that (for all intents and purposes) created the MoO franchise and was a far more ground-breaking game for its day than MoO2 was. MoO2, for as good as it is, simply didn't get the same acclaim and honors as the original MoO.

Alan Emrich was in the credits for the original MoO and he wrote the Strategy Guide to the original MoO, a strategy guide which any gamer you ask who has it will agree is the best strategy guide every produced for any game - period.

So it was, in part, Alan Emrich's celebrity status among people who loved the original MoO that created part of MoO3's hype when it it was learned that none other than Alan Emrich would be the lead designer of the game. I have no doubt that this was part of the designer's/publisher's decision to bring him on board... they even stated as much.

A lot of us who consider the original Master of Orion one of the best computer games ever made (if not the best) and found ourselves somewhat dissappointed by MoO2 were VERY encouraged by Alan Emrich being the project lead of MoO3.

The difference of opinion is somewhat obvious, however... Many of us grew (over time...) to actually like MoO2 for its own qualities. It's not as good as MoO, but it's a good game. Alan, on the other hand, seems to STILL hate MoO2. He never got past that initial dislike with the things that were "wrong" about it that made it "not MoO".

Oh well.

What is interesting to point out here is that while the core concepts of MoO3 can be attributed to Alan Emrich, it's final shape CANNOT. The reason is that Emrich was largely booted from the project for what were rumored to be creative differences. This was about the same time that the project then was wildly redesigned at least in part. That's when IFP's went out the window (though I honestly think good riddance with that) and all of the other changes were made. Those were NOT Alan's changes, many of them were changes Alan was apparently against and a lot of people have speculated as to why he left.

The result is what I've seen a number of people say it is.... you can see Alan's original concept in this game, but it's obviously a half-hearted attempt at that concept. It's like they had this wonderful concept that they were working toward and then they decided it was too much for them and ripped out part of it here and tacked on some other stuff there to try to make the game "playable".

The result of such a process would not surprisingly be an absolute mess. That the game has as much cohesion as it even does is surprising, actually.

I don't know what the game Alan Emrich designed would be like, but this is not the game he designed but something altogether different.

What's very interesting to point out here is that the fans of the original MoO such as myself who really hated MoO2 when it first came out but found that the game grew on them and they eventually liked it are inclined to be nice to MoO3 not because it's like MoO (I assure you that it is not...) but because we've been through this before.

Those of you who came to MoO2 in much the same way that we came to the original MoO are having similar reactions to MoO3 that we had to MoO2...

The interesting thing then will be to see whether more of you have an experience like Alan Emrich did with MoO2 or like some of the rest of us did with MoO2. We eventually grew to really like it after we got the idea out of our minds that it was supposed to be like the original MoO.

A similar trend can be seen with Civ to Civ2 to Civ3 and for similar reasons. People who loved and played the original Civ like Civ2, but we certainly had some gripes with it. So we were more forgiving of Civ3 being a different game... we'd been through that before.

Sequels do that and I'm honestly happy that sequels are vastly DIFFERENT games than MoO 1.5 or MoO 2.5 now that I look back on it. I like the fact that the designers are trying to innovate and do some really different things with the genre that might just be really neat.

The main problem with MoO3 is that it's true beauty reveals itself subtlely. So subtlely that most people don't seem to have the patience for it. But for those who have the patience for it, this game truly has amazing promise.

What it needs are documentation, a tutorial, and a patch.
Arnelos is offline   Reply With Quote
Old March 7, 2003, 09:53   #82
Hydro
ACDG3 GaiansApolyton Storywriters' GuildSporePolyCast Team
King
 
Local Time: 20:46
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Winfield, IL, USA
Posts: 2,533
I find it highly amusing that SMAC is now considered to be a ‘benchmark’ by many of what a TB game could and should be. I love SMAC and, after many years, still play it. But, I seem to remember a firestorm of posters on the official forum (which died, thankfully) who ranted about how bug were killing the game, obtuse gameplay, stupid AIs, and what they considered to be serious design flaws. The designers were pilloried for not paying enough attention to the irate, and often vitriolic, posters; the game was deemed unplayable and not worthy of the CIV tradition. The posters at Apolyton were much more considered and (in my opinion) rational and polite – hence my migration here.

My point is that is far too early to pronounce doom for Moo3. SMAC made it through its tumultuous birth to be a ‘classic’ and a ‘benchmark of quality’, or at least a minor classic. Lest we forget, it was plagued by bugs and there were and are playability issues. The key is that it was, and is, fun. That will be the test for Moo3.

In a few years we will all forget all the petty firestorms, demands for patches, and pronouncements of doom. What we will remember is whether the bugs and playability issues were fixed in a reasonable fashion, and whether the game is ‘fun’ for most of its players. I wish IG and QS well. In my opinion there is a lot of potential here, and I hope they pay attention and make calm, considered decisions. They still have a chance to make it ‘right’.
Hydro is offline   Reply With Quote
Old March 7, 2003, 11:44   #83
N4M8-
Settler
 
Local Time: 20:46
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 7
Quote:
What's very interesting to point out here is that the fans of the original MoO such as myself who really hated MoO2 when it first came out but found that the game grew on them and they eventually liked it are inclined to be nice to MoO3 not because it's like MoO (I assure you that it is not...) but because we've been through this before.
Bingo! I wasn't rabid about it, but I was quite suprised and a bit disappointed in MoO 2 when it came out. It was buggy, lost the sliders, had a simplified tech tree, had annoying command points, required you to build every structure on a planet, etc.

Eventually many of the bugs were removed, machines became powerful enough that you didn't suffer through a laggy UI, and I came to love the game for what it was and not hate it for what it wasn't.

Hopefully the same thing will happen for MoO 3.
N4M8- is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 16:46.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team