Ohio Jones
Posts: 31
Joined: 11/26/2007 From: Canada Status: offline
|
1. I am surely disappointed that MWIF hasn't been released before this, just as is everyone on this forum, no doubt. I'd wager there are also a great many people who may not even realize this project exists, but who have long wished for a great WWII strategy game to play on the computer. 2. As frustrated as we are, it's likely nobody is as frustrated as Steve must be. He obviously takes pride in doing good work, and it must be galling to the project manager in him to have had so many key dates and projections slip. That said, they are projections, and as such are subject to the many vagaries of program development. A developer and a publisher with less commitment to quality than to filling a slot in their release schedule to satisfy their marketing department would have made different decisions and pushed out a product long since. And it would suck. I for one am glad that Steve and Matrix are taking a different approach, and are releasing this when it's ready, and not before. The good folks at Pixar, who have risen to the top of the film industry in terms of putting out quality movies that receive great critical and public acclaim, do so because they are not slaves to their release schedule, but rather focus on the quality of their product (most notably story) in an age when many production companies will settle for "good enough" in order to have something in the hopper to release. Pixar - and its audience - are rewarded for their patience. I believe we will be as well. My only hope is that, when the product is finally released, Steve is able (after a no doubt much-needed break from it) to enjoy playing the game with a feeling of pride and accomplishment. 3. This game is being developed on the assumption that its market includes not only people who haven't played WiF before (in any incarnation), but also people who may never have played a strategic wargame. As a result, there is a lot of parallel development required - outside the game engine itself - in order to provide guidance through the experience for new players. That suggests that Matrix sees a market for this product outside the (sadly aging) diehard grognads. It also suggests that those who - like me - were never bright (or obsessed) rnogh to memorize the whole game will still be able to play and enjoy this version. That strikes me as a good thing. 4. That said, the overwhelming bulk of ingenuity and work effort to date has been devoted to completely re-engineering the logic of CWIF into a modular system of decision points - something that may in fact be harder than simply creating a program from scratch. This is extremely critical from a programming perspective, not only because it significantly improves the efficiency of operation of the program (resulting in faster turns), but more importantly because it is critical to preparing the game for PBEM, Netplay and especially a functioning AIO. There is work still to be done, to be sure, but that work would not have been possible without the strong programming foundation Steve has built. Sadly, we users wil never see that code directly to appreciate the work Steve put in, but I believe we will see the benefits of it when we have a smoothly functioning version of an incredibly sophisticated and complex game on our desktops and laptops. And for that, as disappointed and frustrated as I am, I am fully prepared to wait.
< Message edited by Ohio Jones -- 1/11/2010 7:42:23 PM >
_____________________________
"In wartime, truth is so precious that she should always be attended by a bodyguard of lies." - Churchill
|