Here's a note from Alan (I'd have posted it yesterday, but Apolyton decided it didn't feel like dealing with me):
===============================
Dear MOO3 Enthusiasts,
Many of you have been waiting anxiously for a big update on this project. I am now imparting to you 'the word.' Please, be seated.
It has been our philosophy to share with you all of the ins and outs of the game making process, and this chapter is a crucial part of that story. We've done a great deal more than most companies would, here 'in the open' sharing the almost-daily swings and roundabouts we encounter in actually bringing a computer game to market. We think it's a fascinating process and one worthy of sharing with you. For those who have been through this process before, you're probably not seeing a lot you didn't expect; for those who are new to the process of publishing game software, this is doubtless an eye-opening experience.
As you have probably surmised, playtesting has been underway for MOO3 and we've reached 'that point' in this project when it is time to review the early feedback and make course corrections based upon actual players' experiences. This is where the art of game design moves from theory to practice and the nature of the projects evolves from incubation to birth. We're in the 'pre-birthing' stage for MOO3 right now, so the decisions being made these days are far less academic and far more practical than hitherto. That is a natural, evolutionary step in the process for publishing a game, so please check your fears at the door. We at Quicksilver have been through this a lot of times, people. Everything's fine and we're going about things the right way. (That's how Quicksilver has survived and prospered for nearly 20 years; we know 'how things work.')
Now, let me speak to you as a game designer. Previously, we really couldn't "see" the game because until all the pieces were assembled, you couldn't see how they work in unison; hence, you're really not seeing the game. Well, with darn near everything in and running, the game is under constant review and we're learning a lot about it. I'm more than a little relieved that my instincts are being borne out by early playtesting feedback; to wit, there's simply too much there - MOO3 needs more focus.
Okay, I consider that to be good news. This is what being a good designer is all about. Any designer can add. Tossing in the kitchen sink takes a lot of work, but it's relatively easy. What makes a designer good is the ability to cut, squeeze, trim, amalgamate, abstract, adapt, and hit a deadline with a fun game. That's where your MOO3 Design Team is at these days. It is time to take in some sail (and no game has ever had this much sail, I assure you!) and tack into the wind to reach the finish line.
So, we're taking a fresh look at the game now that we've seen it in motion. It's time to remove some of the excesses and distractions, abstract some of the more obscure systems in the game, amalgamate the feedback suggestions into the game's inner workings, and generally tighten the focus of MOO3. The designers, engineers, artists and managers are all doing exactly what we should be doing, reassessing things based upon feedback and making adjustments accordingly; at the end of the day, we need a fun, focused game (which is what you want). There's no conspiracy here; no mandate from the publisher to 'make these changes or else.' This is just the normal execution of sound game design and development principles. Again, we're at that stage in the process and, if you haven't been on a project like this before, it might seem scary or maddening. Well, it is a bit, but it's also healthy, and we are going to make sure that MOO3 is born healthy.
No doubt you're wondering what, specifically, is going to be changed. That's hard to say. This is an evolutionary process that we will be going through for some time now: getting feedback, adjusting; getting more feedback, adjust some more; and so on. So, there will be constant tinkering with 'the little things.' There are a couple of 'big' things, though.
One important change that has been made is that internal, domestic 'factions' will become abstracted. Players will not have to directly deal with all of the Byzantine machinations of internal power structures originally designed into the game (which saves a lot of 'speeches' and knobs the game requested players to dink with). Instead, Stormhound has cleverly amalgamated these domestic factions into a smoother, more abstract system. As it stands now, most of the effects of domestic support and dissent have been streamlined into fewer, more intuitive places in the game. THAT is the art of great game design, my friends.
The other important change is the streamlining of IFPs and the way they integrate into 'the plan' for each turn. Previously, you received 'the plan' and spent IFPs to change it. In effect, 'undoing' things. Now the way it works is that you DO stuff, and whatever you don't dink with simply 'takes care of itself' like it always did. This has a much more intuitive feel when issuing orders each turn. Also, the IFPs were a little tight-fitting. We've loosened up the 'straight jacket' aspect and put some carrots and sticks in the pockets. That is, you get your 'ration' every turn, and can spend them or not (it's up to you). You can even deficit spend (up to about three or four times your per turn ration). But - if you're running a surplus, you get carrots (or if you're running a debt, sticks) for such things as events, unrest, currency strength, government support and various other 'intangibles.' So, now, how you play your IFPs is further part of your game strategy without adding any more complexity to the player experience. If you max out your IFP deficit, expect some bad karma; keep it running in surplus and we'll toss a little good karma your way.
This is exactly the sort of thing that will be keeping the MOO3 Design Team busy in the days ahead. Judging things 'too intricate,' or 'not fun enough' and making adjustments so that the best parts of every idea survive to keep the player surrounded by that elusive 5th 'X,' the true eXperience of making those tough decisions while steering an interstellar civilization through very treacherous times to a leadership role in the Orion Sector. I thought I would take this opportunity to tell you where things are and, more importantly, where they're going (and why). We'll be keeping you in the loop as best we're able and hope you'll stay with us for the ride; things are picking up speed now and it's getting exciting!
Alan Emrich, MOO3 designer
Quicksilver Software, Inc.
The value of a good thing is to have done it.
===============================
Dear MOO3 Enthusiasts,
Many of you have been waiting anxiously for a big update on this project. I am now imparting to you 'the word.' Please, be seated.
It has been our philosophy to share with you all of the ins and outs of the game making process, and this chapter is a crucial part of that story. We've done a great deal more than most companies would, here 'in the open' sharing the almost-daily swings and roundabouts we encounter in actually bringing a computer game to market. We think it's a fascinating process and one worthy of sharing with you. For those who have been through this process before, you're probably not seeing a lot you didn't expect; for those who are new to the process of publishing game software, this is doubtless an eye-opening experience.
As you have probably surmised, playtesting has been underway for MOO3 and we've reached 'that point' in this project when it is time to review the early feedback and make course corrections based upon actual players' experiences. This is where the art of game design moves from theory to practice and the nature of the projects evolves from incubation to birth. We're in the 'pre-birthing' stage for MOO3 right now, so the decisions being made these days are far less academic and far more practical than hitherto. That is a natural, evolutionary step in the process for publishing a game, so please check your fears at the door. We at Quicksilver have been through this a lot of times, people. Everything's fine and we're going about things the right way. (That's how Quicksilver has survived and prospered for nearly 20 years; we know 'how things work.')
Now, let me speak to you as a game designer. Previously, we really couldn't "see" the game because until all the pieces were assembled, you couldn't see how they work in unison; hence, you're really not seeing the game. Well, with darn near everything in and running, the game is under constant review and we're learning a lot about it. I'm more than a little relieved that my instincts are being borne out by early playtesting feedback; to wit, there's simply too much there - MOO3 needs more focus.
Okay, I consider that to be good news. This is what being a good designer is all about. Any designer can add. Tossing in the kitchen sink takes a lot of work, but it's relatively easy. What makes a designer good is the ability to cut, squeeze, trim, amalgamate, abstract, adapt, and hit a deadline with a fun game. That's where your MOO3 Design Team is at these days. It is time to take in some sail (and no game has ever had this much sail, I assure you!) and tack into the wind to reach the finish line.
So, we're taking a fresh look at the game now that we've seen it in motion. It's time to remove some of the excesses and distractions, abstract some of the more obscure systems in the game, amalgamate the feedback suggestions into the game's inner workings, and generally tighten the focus of MOO3. The designers, engineers, artists and managers are all doing exactly what we should be doing, reassessing things based upon feedback and making adjustments accordingly; at the end of the day, we need a fun, focused game (which is what you want). There's no conspiracy here; no mandate from the publisher to 'make these changes or else.' This is just the normal execution of sound game design and development principles. Again, we're at that stage in the process and, if you haven't been on a project like this before, it might seem scary or maddening. Well, it is a bit, but it's also healthy, and we are going to make sure that MOO3 is born healthy.
No doubt you're wondering what, specifically, is going to be changed. That's hard to say. This is an evolutionary process that we will be going through for some time now: getting feedback, adjusting; getting more feedback, adjust some more; and so on. So, there will be constant tinkering with 'the little things.' There are a couple of 'big' things, though.
One important change that has been made is that internal, domestic 'factions' will become abstracted. Players will not have to directly deal with all of the Byzantine machinations of internal power structures originally designed into the game (which saves a lot of 'speeches' and knobs the game requested players to dink with). Instead, Stormhound has cleverly amalgamated these domestic factions into a smoother, more abstract system. As it stands now, most of the effects of domestic support and dissent have been streamlined into fewer, more intuitive places in the game. THAT is the art of great game design, my friends.
The other important change is the streamlining of IFPs and the way they integrate into 'the plan' for each turn. Previously, you received 'the plan' and spent IFPs to change it. In effect, 'undoing' things. Now the way it works is that you DO stuff, and whatever you don't dink with simply 'takes care of itself' like it always did. This has a much more intuitive feel when issuing orders each turn. Also, the IFPs were a little tight-fitting. We've loosened up the 'straight jacket' aspect and put some carrots and sticks in the pockets. That is, you get your 'ration' every turn, and can spend them or not (it's up to you). You can even deficit spend (up to about three or four times your per turn ration). But - if you're running a surplus, you get carrots (or if you're running a debt, sticks) for such things as events, unrest, currency strength, government support and various other 'intangibles.' So, now, how you play your IFPs is further part of your game strategy without adding any more complexity to the player experience. If you max out your IFP deficit, expect some bad karma; keep it running in surplus and we'll toss a little good karma your way.
This is exactly the sort of thing that will be keeping the MOO3 Design Team busy in the days ahead. Judging things 'too intricate,' or 'not fun enough' and making adjustments so that the best parts of every idea survive to keep the player surrounded by that elusive 5th 'X,' the true eXperience of making those tough decisions while steering an interstellar civilization through very treacherous times to a leadership role in the Orion Sector. I thought I would take this opportunity to tell you where things are and, more importantly, where they're going (and why). We'll be keeping you in the loop as best we're able and hope you'll stay with us for the ride; things are picking up speed now and it's getting exciting!
Alan Emrich, MOO3 designer
Quicksilver Software, Inc.
The value of a good thing is to have done it.
Comment