Well, maybe I'm so positive BECAUSE I haven't followed it closely? But seriously, some things I really like about the effort at QS so far:
** Directly and consistently working with the public to get feedback. I can't stress how important and how rare that is. It's amazing to me that companies have a virtually free means of finding out what their consumers want...and yet they design in a vacuum and hope. Makes no sense.
** The decision to release MOO3 3 months AFTER Civ3. Not only does this mean they are not worried about the Christmas window, but they will be able to play and learn some things from Civ3, watch the reception of its various features...and at the very least have the opportunity to polish and tweak. So while Civ 3's first major (and most likely NECESSARY) patch will be coming about 3 months after its release, MOO3 will be hitting the market. If the timing is good, they'll attract a lot of frustrated Civvers who otherwise might not have bought the game if they were released at the same time. Great move.
** Trying new stuff. Let's face it: This is industry is often sooo damn conservative it's a wonder it still makes any money at all. I will be the first to say that MOO3 could flop because of its "messing with the forumula." 10 times out of 10, I would rather buy a polished game that tries something new than a cookie-cutter game that takes another 4 months for patches because the designers and publisher never really cared about the gamer to begin with.
** Sending the message that the game is a labor of love. This is important. I want to think the a game's designers are loving every minute of the project and not just clocking in time or looking at this game as a step to the next one. Firaxis, if you ask me, has been a cold fish. Infogrames has forced them to a holiday (heck, OCTOBER!) release, and I have heard basically NO excitement from them about working on the project. Jesus, even Sid comes out and says stuff like: "Well, I thought Civ was behind me, but what the hell."
Hardly inspiring by contrast.
** Directly and consistently working with the public to get feedback. I can't stress how important and how rare that is. It's amazing to me that companies have a virtually free means of finding out what their consumers want...and yet they design in a vacuum and hope. Makes no sense.
** The decision to release MOO3 3 months AFTER Civ3. Not only does this mean they are not worried about the Christmas window, but they will be able to play and learn some things from Civ3, watch the reception of its various features...and at the very least have the opportunity to polish and tweak. So while Civ 3's first major (and most likely NECESSARY) patch will be coming about 3 months after its release, MOO3 will be hitting the market. If the timing is good, they'll attract a lot of frustrated Civvers who otherwise might not have bought the game if they were released at the same time. Great move.
** Trying new stuff. Let's face it: This is industry is often sooo damn conservative it's a wonder it still makes any money at all. I will be the first to say that MOO3 could flop because of its "messing with the forumula." 10 times out of 10, I would rather buy a polished game that tries something new than a cookie-cutter game that takes another 4 months for patches because the designers and publisher never really cared about the gamer to begin with.
** Sending the message that the game is a labor of love. This is important. I want to think the a game's designers are loving every minute of the project and not just clocking in time or looking at this game as a step to the next one. Firaxis, if you ask me, has been a cold fish. Infogrames has forced them to a holiday (heck, OCTOBER!) release, and I have heard basically NO excitement from them about working on the project. Jesus, even Sid comes out and says stuff like: "Well, I thought Civ was behind me, but what the hell."
Hardly inspiring by contrast.
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