Main   Civ II   Civ III   CTP II   SMAC   RoN   GalCiv   MoO3   Alt.Civs   Misc   About
News  |  Archive
Interviews
The Column
Newsletter  |  Radio
Contests
Forums
Links  |  Chat



11.June.02, Interview
  RANTZ HOSELEY 11.June.02

Three "firsts" in our 35th interview: the first MoO3 interview, the first interview of Quicksilver employee and the first "live" interview, meaning an interview done "face to face"(as much as irc can achieve that :))

Many thanks to Rantz for his witty responses that early in the day ;)

Apolyton: Good we're set :)
Rantz Hoseley: So, ask away
Rantz Hoseley: And I'll try and have appropriately witty answers...
Apolyton: Ok lets me first say that i havent been following moo3 as much as i would want, mostly due to civ3 :)
Rantz Hoseley: That's ok, and understandable...
Rantz Hoseley: Civ is one of the games that got me back into computer gaming
Rantz Hoseley: That and castles, which ironically QSI was the developer for
Rantz Hoseley: So everything comes full circle as it were
Apolyton: Perhaps the most important idea in MoO3 is that you cant do everything all the time. You have a set amount of "focus points" that you can "spend" working on your empire
Rantz Hoseley: Not anymore...
Rantz Hoseley: The whole concept of IFP has been pretty much nuked from high orbit
* Apolyton shoots himself on the foot :)
Rantz Hoseley: LOL
Rantz Hoseley: We have incentives to not make the player dawdle...
Rantz Hoseley: Giving them benefits for expediant actions, and we give them macromanagement level tools in order to make sure that the control is still there.
Rantz Hoseley: But the feeling of penalty for actions is gone
Apolyton: Ironically, i was reading previews that came out during e3 describing ifp :D
Apolyton: Ok, so to the question I was aiming for, how much control do you have on your empire and is there a fear that you wont be able to do much at the end?
Apolyton: e.g. will you be facing a huge amount of "bureucracy"
Apolyton: Civ3 has been accused of having a tedious late end-game. much like almost all tbs i guess. how will moo3 be different with the macromanagment tools?
Rantz Hoseley: you have a huge amount of control...
Rantz Hoseley: In playing through the alpha build we came to the very stark realization that there needed to be a stronger sense of causality
Rantz Hoseley: That the player's actions had a real and tangible effect.
Rantz Hoseley: Which, while the player's action WERE casing things to happen, sometimes was too subtle to give the player timely feedback
Apolyton: Did it feel like you were on auto-mode or something?
Rantz Hoseley: Not so much auto mode as, not having enough force behind it...
Rantz Hoseley: That some things had the "for every action there is.." feeling which is what you want
Rantz Hoseley: But some things were giving you the feeling of "what the?!? did something just happen, oh yeah 20 tuens later I see the immigration policy on Rigel 5 was affected in this way by that..."
Rantz Hoseley: Which is just frustrating as a player
Apolyton: Yeah, most automation features end up disappointing people and forcing "perfectionists" to do everything by themselves
Rantz Hoseley: In terms of the macromanagment tools
Rantz Hoseley: One of the goals from day 1 with MOOIII was to keep the late/end game as interesting as the first 100 turns.
Rantz Hoseley: So, we made sure that the controls you had weren't just at the planet level.
Rantz Hoseley: But that you also had system level and empire level controls.
Rantz Hoseley: To use an example I can categorize worlds
Rantz Hoseley: So I can make a whole bunch of planets 'border worlds' for example, that's a designation and choice that's up to me.

PAGE 1 | PAGE 2 | PAGE 3 | PAGE 4



Interview Comments? Click here to let your voice be heard

INTERVIEWS INDEX PAGE

Apolyton Civilization Site -- Copyright © Daniel Quick
All trademarks and trade names are the property of their respective owners.