lessons learned from moo3 and se5 (Full Version)

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ggm -> lessons learned from moo3 and se5 (2/14/2010 1:12:07 AM)

big fan of matrix games. the support and quality of your games supersedes that of any game developer in the market for wargames.

Just wondering what if any lessons the distant worlds programming group has taken from moo3 and se5, both games which had great potencial but fell short. given matrix games track record on games I'm pretty sure I'm going to buy this one as soon as it comes out.

how will it handle the massive galaxies. will it choke up like hearts of iron 3 (by the publisher "it shall remain nameless...")
or will it be seemless? has the modern programming languages made programming the game easier?

ggm




lordxorn -> RE: lessons learned from moo3 and se5 (2/14/2010 2:21:08 AM)

Yeah, Moo3 and SE5 were some of the biggest let downs for 4x genre, and maybe even led to the bigger developers concluding that gamers are too dumb to play 4x games in the age of PS3s and Xbox, and just want watered down crap.

So god bless small development houses like Code Force and Ntronium keeping the genre alive. (With as much mis-givings I have about Armada, I still support them.)

One thing is I don't understand is how Johan and the crew dropped the ball on HOI 3, and Johan has publicly stated that he is done with further improvements for HOI 3 with patch 1.4. Arsenal of Democracy looks to be the true spiritual successor to HOI2. (But that is off topic as HOI3 is not a 4x game)

GGM the biggest thing with HOI3 and the choke up you mention is the EU3 engine which sucks. This is why I am betting DW will run on a wider range of pcs configurations, and still be smooth despite the size of the galaxy your playing.




Baleur -> RE: lessons learned from moo3 and se5 (2/14/2010 7:57:04 AM)

quote:

ORIGINAL: lordxorn
Yeah, Moo3 and SE5 were some of the biggest let downs for 4x genre, and maybe even led to the bigger developers concluding that gamers are too dumb to play 4x games in the age of PS3s and Xbox, and just want watered down crap.


Exactly! [&o]

Instead of noticing that the poor sales numbers were NOT because it was "zomg too hard for poor gamers to understand", but rather because they had fundamental flaws, like any game in any other genre (there are crappy FPS games to, oh yes).

For example, SE5 would have been absolutely brilliant if it had a user interface that didnt: 1. cause the entire game to run at 10fps even with 2010 computers, 2. have 25 buttons for stuff that could all be mapped to a context sensitive right click, and stuff that could be streamlined by pure human common sense and logic (look at the build ships menu, horrible).

Now, in the eyes of quick-glancing analysts from other publishers, all they notice is "4x space game, sold horribly, bad reviews". And conclude that its the fault of the genre, not the lacking quality of the individual game. Sigh [>:]




ASHBERY76 -> RE: lessons learned from moo3 and se5 (2/15/2010 6:40:33 PM)

MOO3 design was basically stripped out near release.And SEV was SEIV with a terrible 3D engine and dreadfully **** ground combat.

EU3 is a great engine,maybe not for the zillion unit HOI3, but for EU games nobody matched the scale and number of A.I's in the game.




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