I'm going to quote here a message posted by Alan this afternoon on the MOO3 Forum. This is for informational purposes, and I do not promise to be able to give more details or answer speculative questions.
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From: Alan Emrich (ALANEMRICH) 1:01 pm To: ALL (1 of 21) 4619.1
"The time has come," the Walrus said, "to talk of many things..." Among them, feature cuts in MOO3.
First, these feature cuts are necessary due to time and budget considerations. We've got the design, art, and engineering know-how to pull all this stuff off, but looking at the last 6 months of the schedule, it's time to make hard decisions so that the finish line is crossed with the best possible game within the rational time and money constraints of publishing computer games. That's simply the world we live in, people, and you can rail against economic realities all you want (but please don't do so on this thread; it won't help).
Second, all of this stuff, as designed, is being archived and put on to our "MOO4 List." Yes, we're optimists here and hope to revisit this franchise and do more with it in the future. (No, there is no deal, hand-shake, promise, hint, or even a wink from Infogrames to suggest this will happen; like I said, we're just optimists and hope we and this game do so well that it simply makes sense to do a MOO4 or expansion for MOO3 or something where we can get "another crack at it.") Now, everything going into MOO3 is being written into the design doc and coded into the game with "hooks" for this stuff to be included in the future with the greatest possible aplomb, but for now the verdict is in -- this stuff is being cut for MOO3.
Finally, this may not be the last round of cuts. Having been in this industry a long time, I'd bet anything that it isn't. That said, because we really strove to reach way beyond the genre conventions, even by falling short a few features, I still believe that we'll be delivering a genre-redefiining game that will kick some serious butt. So, remember all that's in the game, and look forward to all the rest if we get to do some future release in the MOO line.
Without further delay then (nor the specifics reasons behind each individual decision -- basically, these features promised to be the most engineering/playtesting intense so they became the most natural targets), here is the "cut list" to date:
1. The Annals of Space and Time (i.e., the "end game story review" of a civilizations adventures in MOO3)
2. The entire Ethos system
3. Team victory conditions (i.e., Factions and Unity)
Alan Emrich, MOO3 designer
Quicksilver Software, Inc.
The value of a good thing is to have done it.
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From: Alan Emrich (ALANEMRICH) 1:01 pm To: ALL (1 of 21) 4619.1
"The time has come," the Walrus said, "to talk of many things..." Among them, feature cuts in MOO3.
First, these feature cuts are necessary due to time and budget considerations. We've got the design, art, and engineering know-how to pull all this stuff off, but looking at the last 6 months of the schedule, it's time to make hard decisions so that the finish line is crossed with the best possible game within the rational time and money constraints of publishing computer games. That's simply the world we live in, people, and you can rail against economic realities all you want (but please don't do so on this thread; it won't help).
Second, all of this stuff, as designed, is being archived and put on to our "MOO4 List." Yes, we're optimists here and hope to revisit this franchise and do more with it in the future. (No, there is no deal, hand-shake, promise, hint, or even a wink from Infogrames to suggest this will happen; like I said, we're just optimists and hope we and this game do so well that it simply makes sense to do a MOO4 or expansion for MOO3 or something where we can get "another crack at it.") Now, everything going into MOO3 is being written into the design doc and coded into the game with "hooks" for this stuff to be included in the future with the greatest possible aplomb, but for now the verdict is in -- this stuff is being cut for MOO3.
Finally, this may not be the last round of cuts. Having been in this industry a long time, I'd bet anything that it isn't. That said, because we really strove to reach way beyond the genre conventions, even by falling short a few features, I still believe that we'll be delivering a genre-redefiining game that will kick some serious butt. So, remember all that's in the game, and look forward to all the rest if we get to do some future release in the MOO line.
Without further delay then (nor the specifics reasons behind each individual decision -- basically, these features promised to be the most engineering/playtesting intense so they became the most natural targets), here is the "cut list" to date:
1. The Annals of Space and Time (i.e., the "end game story review" of a civilizations adventures in MOO3)
2. The entire Ethos system
3. Team victory conditions (i.e., Factions and Unity)
Alan Emrich, MOO3 designer
Quicksilver Software, Inc.
The value of a good thing is to have done it.
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