Nemo84
Posts: 115
Joined: 3/29/2010 Status: offline
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Jim, I'm not asking for walls of pop-up text on every object or something that allows me to charge my carriers at the nearest enemy in the first 10 minutes. I'm asking for an easy overview screen to see what my ships are all doing and to easily select which ones are idling. For 100.000 man invasions that don't fail within minutes after hitting their objective because the game decided not to load half their ammo aboard their supply ships despite the player explicitly ordering it to do so, and not provide any indication it did this until that invasion fails horribly. For a system that does not even need the player to manually and explicitly specify an invasion force will need to be supplied, but will assume those soldier prefer receiving supplies over surrendering en masse to the enemy. And maybe I also have no interest in having to check whether Johnny, who currently pilots a fighter on Midway, needs to be rotated out for R&R and training next week. And then couple all that to an AI that won't waste an entire carrier air group for almost an entire week futilely trying to wipe out a single PT boat while entire transport convoys are sailing by without a problem. If they're trying to charge me 70$, they should make sure they have a product that deserves that price. Being developed by a mere 3 people is at that price no excuse for the complaints I, and many many others who've tried the game, are having. Take this game here for example. Distant Worlds is also a very complex game which currently has some serious flaws and oversights in design due to having a tiny design team. But it's priced accordingly, and it's thus far less of a problem and will end up far more popular than WITP. You say people equal learning the game to writing a thesis. Well, I am writing a thesis at the moment. I get paid rather well for doing so, and will end up with an important and valuable reward for it. The large majority of the population simply has neither the time nor interest in doing such an effort for a computer game. And the major reason it needs such an investment is because the developers can't be bothered to put in some automation features to help players along. You say in a perfect world half a million people would buy this game. I say they wouldn't, because it's more of a management job than a game. And if you think the game puts to shame a college history course I can only conclude you have some pretty lousy and easy colleges in your area. It's no doubt a great game for a minority of hardcore grognards who have the time and will to put up with all those flaws. But it's just not a good game for even the average wargamer, let alone the aveerage gamer. And the current interface would receive some pretty harsh criticism in any college or university level interface design course.
< Message edited by Nemo84 -- 3/31/2010 10:18:37 PM >
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