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  • Rantz Responds

    it seems that Rantz suffered from the "one vs lots of unmoderated people" chat effect so he went for the forums....

    ok, look...

    I tried to answer as many questions as I could, in a timely fashion, but I was getting hammered by multiple people asking multiple question very quickly. I type slow and with two fingers. The chat room mads and I actually talked about moderating chat discussions so that people *could* get their questions answered, and not piled up.

    Art: Whether you like how MOO3 looks or not is a personal opinion. and it's subjective. Some people like it, some don't. We did our job with the budget and schedule allowed, often doing work 'off hours' because we wanted to put something extra in that wasn't in the scope of the project. I believe we did a good job at it. Would I do more if I had time and money, of course.

    Yes, Pixar can do a feature in that time. They have a staff of HUNDREDS and millions of dollars behind them. We had 5 people working on Master of Orion III. 1 tech artist, 1 UI artist, 1 3D modeler, 1 animator and 1 concept person. There's a bit of a difference there.

    Working at Disney an average project cost 5-12 million and had an art staff of 20+ artists. Very different world.

    RE: Micro vs. Macro. This should not be a shock to anyone who has followed the game. We've exposed the dev process (to much grief and pain-in the butt inducing moments due to fans reacting to MOO3 development) throughout the entire game and we have ALWAYS said that it is a 'higher level' game, and that micromanagement was no the type of game it is. That's not me saying 'tough', that's me just stating the facts of micromanagment was never the goal of the game, or part of the design. If you HAVE to have micromanagement to be happy, you probably won't like MOO3.


    RE: AI. One of the biggest problems with the game is lack of documentation and clarity on what is happening and why. That applies across the board, the documentation needs work, hence why we are putting together a 'revised manual' on the website, which wil hopefully make the game easier to get into and also explain how things work in a clearer fashion.

    We've had people tell us that it's the best AI they've seen, and we've had people complain about it. Do we listen to the complaints and objectively evaluate them? Yes. Why? Because we believe in the game and making sure that it's everything that it can be. Hence a running bug/suggestion list.

    Will all your suggestions get addressed. No. Micromanagement won't be a part of it, it would require completely remaking the game to do that, and it was never our intention. But things like right-click feedback, suggestions on improving the cause effect relationship on why things are happening in diplomacy. We're absolutely interested in looking into those kinds of things.

    MOO3 is a different type of game, and the response has been pretty much what we expected. Very polar, love or hate. It isn't everyone's type of game, and not everyone will enjoy it. Other will and are. If you don't, sorry. We can't change people's minds or their outlooks. You recognize going in that no matter what, people are going to like your game and people are going to hate it. If we had done MOO2 with 'updated graphics' we would have been lambasted by folks saying that it was a rip off, and that you expect more from a sequl than just a paint job. If you do the next generation of something, pushing it you get lambasted because you've taken away something that someone held dear.

    You have to, as a developer and as a publisher, make your choice and head down that path with that in mind.

    I don't respond to every post (same with other members of the team) because it becomes idiotic to defend against every detractor, or to say thanks to everyone who likes it, and responding to feedback gets lost in the noise of the hundreds of posts going up daily, hence the rework of the forums that the mods have initiated to make it easier for people to actually get important information they need.

    So, if I haven't addressed your particular issue, sorry. It's not me ignoring it, it's not me turning a blind eye. There's only so much time I can spend typing on the boards when I do have work to get done.

    I now return you to your previously scheduled banter

    __________________
    Rantz Hoseley
    Art Director
    Quicksilver Software, Inc.
    Co-Founder, Apolyton Civilization Site
    Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
    giannopoulos.info: my non-mobile non-photo news & articles blog

  • #2
    That's fewer art people than I expected.

    You know Rantz, If you made me moderator, There would be a lot less people drowning you out at the chats.....


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    • #3
      *RE: Micro vs. Macro. This should not be a shock to anyone who has followed the game. We've exposed the dev process (to much grief and pain-in the butt inducing moments due to fans reacting to MOO3 development) throughout the entire game and we have ALWAYS said that it is a 'higher level' game, and that micromanagement was no the type of game it is. That's not me saying 'tough', that's me just stating the facts of micromanagment was never the goal of the game, or part of the design. If you HAVE to have micromanagement to be happy, you probably won't like MOO3.*

      This is another thing obviously none of the playtesters pointed out to the designers:

      If what I have read in the forum so far is true, you *can* have micromanagement. Study the situation for hours, make 50 different development plans, and if you fudge around long enough, every single planet *will* end up doing precisely what you want it to do. And *this* will be the best strategy, it will turn out.

      So micromanagement *is* actually in, it has just become incredibly -and unnecessarily- complicated. But it appears you can certainly work around the system, and, given an unlimited investment of time, this *will*, remember my words, turn out to be the best 'strategy'.

      A conceptional error that obviously no one noticed. How can I be so sure? Because a stringent logical analysis beats empirism every day. You´ll find out.
      Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts

      Free Slobo, lock up George, learn from Kim-Jong-Il.

      Comment


      • #4
        it sounds like they've made the game so detailed that 99% of people will use the viceroy feature instead of slogging through the micro. While you and I may decide to micro in SP, your MP buddies will hate you if you micro everything

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        • #5
          You wouldn't have time to micromanage in multiplayer, anyways.

          Comrade, dev plans are not the same as micromanaging, they just direct the AI to do what you want them to - that's macromanaging. With alot of them it can get quit percise, but it's still macromanagment, and it doesn't require your full attention every turn. They're not exactly complicated to make once you get the hang of them, either.
          Rethink Refuse Reduce Reuse

          Do It Ourselves

          Comment


          • #6
            Originally posted by Osweld
            Comrade, dev plans are not the same as micromanaging, they just direct the AI to do what you want them to - that's macromanaging.
            Yeah, but what I am getting at is, it will turn out you can achieve the same results as you would with micromanagement, by micromanaging the macromanagement , just *much, much, much* more tedious, and this tactic will always beat the Ai. My bet!

            I doubt this was what they tried to achieve.

            Edit: IFPs would (presumably) have taken care of this particular problem (assuming making DEV plans and such came at an IFP price), but with taking them out they derailed the system. Sounds like 'worst of two worlds' to me.
            Last edited by Comrade Tribune; February 28, 2003, 21:50.
            Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts

            Free Slobo, lock up George, learn from Kim-Jong-Il.

            Comment


            • #7
              We had 5 people working on Master of Orion III. 1 tech artist, 1 UI artist, 1 3D modeler, 1 animator and 1 concept person.
              I read the original concept was for a game that'd sell 500,000 units. Do you have any idea on how many need to be sold to make a profit? Or to make another sequel? Is this public knowledge? Is there any way we can find out how many have been sold to date?

              Is this line of inquiry more appropriately addressed to chantz at IG, instead of rantz, the creative director of QS? BTW, bravo, I love it so far.

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              • #8
                I have one query on the personnel issue, who are all those people in the credits? Doesn't seem fair to you guys that 5 people get spread out when there's dozens of other people given pretty high billing.

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                • #9
                  Well, I'm at 100 turns now. Time to come up for air.

                  So far I like it. It's not MOO2, but I didn't want MOO2.5.

                  There are some things I don't like, but I didn't like some things about MOO1 and 2, so tuff sh*t for me. When I design a game then it'll be exactly what I want.

                  I'm going back in. Maybe tomorrow I'll read the manual.
                  A dictatorship wouldn't be so bad. As long as I'm the dictator. G. W. Bush

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                  • #10
                    If this becomes a patch request ... the encyclopedia doesn't have nearly enough entries.

                    1. Nothing on pollution. How do I combat it?

                    2. Nothing on terrorism. How do I combat it?

                    And finally. I thought we did away with manuals w/o indices a loooong time ago. It seems they've reemerged here. It's too bad. This game has the makings to be a great game if we can figure out how to play it. But, an indexless manual doesn't help.
                    A dictatorship wouldn't be so bad. As long as I'm the dictator. G. W. Bush

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                    • #11
                      The Encyclopedia is missing Magazine. I was trying to look it up and no luck. I finally realized the build queue had a small definition.
                      I am with you the manual and the guide are sans index, not nice. With the publishing software around that is a crime.

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                      • #12
                        I can't wait for this revised manual....the one that came in the box just ain't cutting it.

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                        • #13
                          Originally posted by Draginol
                          I have one query on the personnel issue, who are all those people in the credits? Doesn't seem fair to you guys that 5 people get spread out when there's dozens of other people given pretty high billing.
                          there were 5 people doing graphics, not five people working on the game. all of the coders aren't included in that 5 people

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                          • #14
                            Paul, Decomposition Centers(Planetary Building) help lower pollution, as well as some other buildings/techs I believe. Theres also a racial trait to ignore some of the pollution effects.

                            For terrorism, thats being caused by enemy spies. Only way to combat that I know of is by increasing number of spies/raising opressometer.
                            "Every good communist should know political power grows out of the barrel of a gun." - Mao tse-Tung

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                            • #15
                              Originally posted by PaulNAdhe
                              Nothing on terrorism. How do I combat it?
                              Terrorism is a Social spy causing unrest. Counter with another Social spy and/or raise the O-meter.
                              "And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
                              "Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
                              2004 Presidential Candidate
                              2008 Presidential Candidate (for what its worth)

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