I only know that the strat guide that he co-authored for MOO ws the best I have ever read. So much nuts and bolts, so you could really understand the value of a given item. Comapre it to say the guide for Ascendany, where it does not even tell you exactly what the function of a weapon.
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But then writing great strat guides and designing great strat games are two different skill sets, although admitteldy closely related. Perhaps his experience with one led him on to the way to overcomplexity in the other.
That's what QS would have us believe now, anyway."The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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I did not follow Moo3 real close, so I can't say how the game was going, but it did seem to be getting very complex. I was not excited about the points to let me control things. I want to control everything, or at least be able to in a pinch. I would delegate to a miniter, if it could handle the job.
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IFP (and the whole MOO saga) is another example of how people screw up sequels by trying to be too different. Experienced designers agree with me on this.
IFP was a neat idea. But should have been left out of MOO. MOO just needed smarter AI. bugs fixed, better graphics, and a couple new knick-nacks. No new concepts. MOO2 was a hit. MOO3 just needed to hit the same sweet spot.
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Hmm... would you be thinking of a game that re-brands the concept as GPs, GP?"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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Originally posted by GP
IFP was a neat idea. But should have been left out of MOO. MOO just needed smarter AI. bugs fixed, better graphics, and a couple new knick-nacks. No new concepts. MOO2 was a hit. MOO3 just needed to hit the same sweet spot.
But it wouldn't have sold very much, no."The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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I am with GP. All I wanted was Moo/Moo2 updated. Improved graphic, clean up know issues and some new stuff. If they could add in a means of handle the micromangement the way I wanted, that would be great, especially if it was optional. Let me set up a standard script for building, that I can change anytime, ala Stars. Most games that offer a minister, do not cut it. Anyone using the Gov in Civ3? I was concerned aout the IFP as it was not going to let me do as much as I wanted. That is what TBS is all about.
If they want a real break through, make an AI that plays smarter as you go up levels, instead of laying handicaps on the player. Most just make the AI start out with more stuff and you with less and or handicap the researching. That would take more thinking and coding and require better machines to play.
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From what I understand, to actually insert IFP is a not trivial programming challenge. I think IFP would have been a great feature. I'll even say that it would not have pulled the game too far away from its brand...so its fine in that respect. What I'm trying to say is that its a classic example of new designers doing a sequel and changing it too much and those changes causing problems with the schedule.
If you check out those articles, one of the designers mentions this issue as a common problem.
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Yes. But IFPs were certainly not the only new thing Emrich tried to squeeze in, and I personally regret it was one of the things that were axed - while RT combat is still in, for instance.
We all know that IFPs would've been difficult to implement - but it's not like QS didn't have the time and money. As far as an outsider can tell, their time and money were squanderd - witness the spectacluar kick Emrich got.
Still, I agree that a souped-up Moo2 with some of the glaring bugs fixed and a couple of nifty features like default build queues would certainly have been an appealing games as well."The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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Yes. Seems QS holds up as a case study of things gone wrong in a development process, unfortunately.
Not that CB has so much to learn from QS yet - there're not in a position to be able to duplicate QS errors yet... and I rather suspect they got that don't overcomplicate lesson already."The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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