The harsh critics of MOO 3 should have a bit more patience in my opinion.
It is one of the most subtle games I have ever played, except perhaps for Chinese Go and I would bet a dollar MOO 3 is based in part on some of the concepts in that great game.
I almost gave up too. For several hours I didn’t know what I was doing, why I was doing it, why things were happening, even how to navigate the interface, and the manual is not a great help. Nothing seemed to make any sense.
But having played on, I am beginning to understand its depth and complexity and have found that MOO 3 is truly HUGE intellectually.
Those who have been weaned on the so called “Real-Time-Strategy” games (a term which has always seemed oxymoronic to me) will be disappointed, as will anyone wanting to hurl plasma particles at marauding waves of the enemy fleet. It ain’t gonna happen. In fact, you may have to wait 50 turns for anything to “happen”, but what is really happening is happening behind the scenes, and is not at all obvious, which is why MOO 3 will appeal mainly to the real strategy freaks, who live on pizza, beer and C++.
All that said, the interface is difficult and does not always seem logical. For example, shouldn’t I be able to build ships in the Shipyard rather than the Military sub-screen of the Planetary Economics screen? Just wondering. Regardless of purist theory it would make it easier on us newbies if things were where you expected them to be.
Also, I DO NOT LIKE IT WHEN A VICEROY CHANGES MY ORDERS WITHOUT WARNING. Any viceroy who did that in real life would soon find himself orbiting a distant planet! There could be just a tad more micro-management.
The game screams for a real tutorial - the Masters pop-ups look like an afterthought thrown in when someone noticed that this is the Mother of all Interfaces.
Otherwise, it’s a great game truly is ahead of its time.
It is one of the most subtle games I have ever played, except perhaps for Chinese Go and I would bet a dollar MOO 3 is based in part on some of the concepts in that great game.
I almost gave up too. For several hours I didn’t know what I was doing, why I was doing it, why things were happening, even how to navigate the interface, and the manual is not a great help. Nothing seemed to make any sense.
But having played on, I am beginning to understand its depth and complexity and have found that MOO 3 is truly HUGE intellectually.
Those who have been weaned on the so called “Real-Time-Strategy” games (a term which has always seemed oxymoronic to me) will be disappointed, as will anyone wanting to hurl plasma particles at marauding waves of the enemy fleet. It ain’t gonna happen. In fact, you may have to wait 50 turns for anything to “happen”, but what is really happening is happening behind the scenes, and is not at all obvious, which is why MOO 3 will appeal mainly to the real strategy freaks, who live on pizza, beer and C++.
All that said, the interface is difficult and does not always seem logical. For example, shouldn’t I be able to build ships in the Shipyard rather than the Military sub-screen of the Planetary Economics screen? Just wondering. Regardless of purist theory it would make it easier on us newbies if things were where you expected them to be.
Also, I DO NOT LIKE IT WHEN A VICEROY CHANGES MY ORDERS WITHOUT WARNING. Any viceroy who did that in real life would soon find himself orbiting a distant planet! There could be just a tad more micro-management.
The game screams for a real tutorial - the Masters pop-ups look like an afterthought thrown in when someone noticed that this is the Mother of all Interfaces.
Otherwise, it’s a great game truly is ahead of its time.
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