It seems the designers of Moo3 are very concerned about the background story and the plot of the game. I've just read the Antaran history stuff, which is quite extensive for a strategy game, in my opinion.
Apparently the story is even actively influencing game design decisions. IIRC some races were cut because they don't "fit in" this sophisticated universe. I wonder, wasn't it part of the appeal that these races were simple? The Mrrshans were the fierce warriors, the Bulrathi were the tough and slow grunts. Of course they were cliché... but the cliché *worked*.
Reading some of the new race descriptions, it feels like I'm in a high-brow sci-fi movie. Is that necessary for a strategy game or is it too much? I still haven't made up my mind; after all, Alpha Centauri didn't suffer from the rich background story, but then again it was much easier to connect to.
I was surprised that plot gimmicks are supposed to be part of the Moo3 experience. But plot twists like discovering the 5 Xs or learning about the Harvesters, both acively guarded secrets, will work one time only, the first time we play. Being a game that is supposed to be played over and over again, on random maps, won't this stuff become annoying and predictable in all subsequent games?
Summing up, I wonder if it is a smart choice to invest so much into the story of what is in its essence an abstract strategy game.
Apparently the story is even actively influencing game design decisions. IIRC some races were cut because they don't "fit in" this sophisticated universe. I wonder, wasn't it part of the appeal that these races were simple? The Mrrshans were the fierce warriors, the Bulrathi were the tough and slow grunts. Of course they were cliché... but the cliché *worked*.
Reading some of the new race descriptions, it feels like I'm in a high-brow sci-fi movie. Is that necessary for a strategy game or is it too much? I still haven't made up my mind; after all, Alpha Centauri didn't suffer from the rich background story, but then again it was much easier to connect to.
I was surprised that plot gimmicks are supposed to be part of the Moo3 experience. But plot twists like discovering the 5 Xs or learning about the Harvesters, both acively guarded secrets, will work one time only, the first time we play. Being a game that is supposed to be played over and over again, on random maps, won't this stuff become annoying and predictable in all subsequent games?
Summing up, I wonder if it is a smart choice to invest so much into the story of what is in its essence an abstract strategy game.
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