Firstly, I'd like to say Hello to all, as I'm new to these forums. So, "Hello, all."
Now, my post concerns MOO3, obviously, and my thoughts regarding it. This is quite a long post, but I don't know anyone else who has the game, so have a lot to talk about!
1) I don't think that MOO3 is as 'ugly' looking as many reviews I've read of it have made out. Certainly it's not as pretty as CIV3, say, but few games are. Overall the look of the menus and the icons and so on is good, and I think it's reasonably pleasing, aesthetically. What I don't like is the GUI design, which is frankly embarrassing. I work as a Software Engineer, and I have designed UI's for all kinds of programs, and worked with many very skilled people on things like screen layouts and so on. I think that the MOO3 designers should have bitten the proverbial bullet, and got an ergonomics/UI expert in to help design the screens, since they are a real mess.
2) Why did the desingers see fit to remove one of the best parts of the MOO2 design, which was the right-click to bring up help or info on a subject?? It makes no sense, and a link to the Encyclopedia entry could have been done simply.
3) I do not feel that my empire is in any way threatened by the enemy. I have yet to have a single space or ground combat, despite being at war for 50 of the 70 turns I have been playing!
4) The game is complex, yes, but at the same time I can spend turn after turn doing absolutely nothing, and my empire seems to get by fine without me. So, why bother doing anything?? My input seems to make little difference, and the Viceroys make the best decisions, I have found, so best leave Plent Management to them??
5) The Diplomacy is done well, but the AI can be all sweetness-and-light one minute, then storm in and angrily bellow at me to sign a trade deal the next. Buh??
6) Ship design is awful - I'm sorry, but it is. From the inability to modify an addded item (I have to delete it first, then re-add it, with changes made) to the way it helpfully says "INVALID DESIGN" with no other feedback! And why have Life-Support etc. listed if they are a given? Why not include them in the hull in the first place?? It just clutters the view pane, and like o much of the overall design, the information it provides is entirely superfluous.
7) The difference betwen bio regions - e.g "Barren" and "Hard Scrabble" which I thought was a boardgame personally - seems oddly defined. I can have a region designated as Hard Scrabble, yet there is a picture of a mountain, and then a green leaf with "arable" on it. Errr? What am I meant to do here? It's arable, so is that farm land? But it's a mountain! So is that mining? And what effect does it's "Scrabble" rating have?? Even if the answers are located somewhere, the point is, that the UI should make SENSE to you at first glance.
8) A game of this complexity featuring a manual with NO INDEX - I shuddered. I cannot believe it.
Overall, I am still hopeful that 5 or 6 patches down the line, they will have this all cracked. But once again, I have to question the role of the designers...when you BETA tested this game, didn't you get all these problems raised first time round????
Now, my post concerns MOO3, obviously, and my thoughts regarding it. This is quite a long post, but I don't know anyone else who has the game, so have a lot to talk about!
1) I don't think that MOO3 is as 'ugly' looking as many reviews I've read of it have made out. Certainly it's not as pretty as CIV3, say, but few games are. Overall the look of the menus and the icons and so on is good, and I think it's reasonably pleasing, aesthetically. What I don't like is the GUI design, which is frankly embarrassing. I work as a Software Engineer, and I have designed UI's for all kinds of programs, and worked with many very skilled people on things like screen layouts and so on. I think that the MOO3 designers should have bitten the proverbial bullet, and got an ergonomics/UI expert in to help design the screens, since they are a real mess.
2) Why did the desingers see fit to remove one of the best parts of the MOO2 design, which was the right-click to bring up help or info on a subject?? It makes no sense, and a link to the Encyclopedia entry could have been done simply.
3) I do not feel that my empire is in any way threatened by the enemy. I have yet to have a single space or ground combat, despite being at war for 50 of the 70 turns I have been playing!
4) The game is complex, yes, but at the same time I can spend turn after turn doing absolutely nothing, and my empire seems to get by fine without me. So, why bother doing anything?? My input seems to make little difference, and the Viceroys make the best decisions, I have found, so best leave Plent Management to them??
5) The Diplomacy is done well, but the AI can be all sweetness-and-light one minute, then storm in and angrily bellow at me to sign a trade deal the next. Buh??
6) Ship design is awful - I'm sorry, but it is. From the inability to modify an addded item (I have to delete it first, then re-add it, with changes made) to the way it helpfully says "INVALID DESIGN" with no other feedback! And why have Life-Support etc. listed if they are a given? Why not include them in the hull in the first place?? It just clutters the view pane, and like o much of the overall design, the information it provides is entirely superfluous.
7) The difference betwen bio regions - e.g "Barren" and "Hard Scrabble" which I thought was a boardgame personally - seems oddly defined. I can have a region designated as Hard Scrabble, yet there is a picture of a mountain, and then a green leaf with "arable" on it. Errr? What am I meant to do here? It's arable, so is that farm land? But it's a mountain! So is that mining? And what effect does it's "Scrabble" rating have?? Even if the answers are located somewhere, the point is, that the UI should make SENSE to you at first glance.
8) A game of this complexity featuring a manual with NO INDEX - I shuddered. I cannot believe it.
Overall, I am still hopeful that 5 or 6 patches down the line, they will have this all cracked. But once again, I have to question the role of the designers...when you BETA tested this game, didn't you get all these problems raised first time round????
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