Movies and fluff are nice the first few times you play, but after some number of games, they just become an interruption, IMO, except for the victory screens.
The real problem with graphics is that they often take a disproportionate amount of the development budget, because the average (i.e. low level) gamer is perceived to be more interested in glitz than in things like strong AI and long-term replayability.
In pre-release marketing, you can't hype AI, but you can splatter screen-shots all over the game press, and visual marketing is the norm, so boxes, store displays and everything else is driven by the kind of graphics you have. Stills from the different movies are used extensively in that stuff too.
If you look at SMAC, which was/is buggy as hell, not counting stability issues, and also look at the game design and implementation quality of CtP and CtP II, it's an interesting question to ask how much better would the games have been on release if half the graphics budget was shifted to design, coding and playtesting.![yeah right!](https://apolyton.net/core/images/smilies/hm.gif)
SMAC was hyped pre-release as being based on a new, proprietary graphics engine. So what? The results didn't justify the costs, but then you had things like the top two weapons reactors having the same value, despite the tech level difference, a wonder that didn't work, the maintenance cost bug, and a zillion cheats such as the infinite right-click paradrop bug. Then the A-non-I which seemed to me to be absolutely no better than Civ II out of the box. What a difference a budget shift could have made. IMO, the only saving grace for SMAC was multiplayer, and MoO3 looks to be abysmal for MP play, so that's not a likely source of salvation.
GalCiv's graphics are OK - nice, but not a lot of sizzle, but the game was playable out of the box, has a lot of replayability, and has reasonable semi-competent AI in a game world where really semi-competent AI hasn't yet been achieved. Given the choice, I'd much rather see more games with the development emphasis like GalCiv's than like SMAC's.
The real problem with graphics is that they often take a disproportionate amount of the development budget, because the average (i.e. low level) gamer is perceived to be more interested in glitz than in things like strong AI and long-term replayability.
In pre-release marketing, you can't hype AI, but you can splatter screen-shots all over the game press, and visual marketing is the norm, so boxes, store displays and everything else is driven by the kind of graphics you have. Stills from the different movies are used extensively in that stuff too.
If you look at SMAC, which was/is buggy as hell, not counting stability issues, and also look at the game design and implementation quality of CtP and CtP II, it's an interesting question to ask how much better would the games have been on release if half the graphics budget was shifted to design, coding and playtesting.
![yeah right!](https://apolyton.net/core/images/smilies/hm.gif)
SMAC was hyped pre-release as being based on a new, proprietary graphics engine. So what? The results didn't justify the costs, but then you had things like the top two weapons reactors having the same value, despite the tech level difference, a wonder that didn't work, the maintenance cost bug, and a zillion cheats such as the infinite right-click paradrop bug. Then the A-non-I which seemed to me to be absolutely no better than Civ II out of the box. What a difference a budget shift could have made. IMO, the only saving grace for SMAC was multiplayer, and MoO3 looks to be abysmal for MP play, so that's not a likely source of salvation.
GalCiv's graphics are OK - nice, but not a lot of sizzle, but the game was playable out of the box, has a lot of replayability, and has reasonable semi-competent AI in a game world where really semi-competent AI hasn't yet been achieved. Given the choice, I'd much rather see more games with the development emphasis like GalCiv's than like SMAC's.
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