MOO3 problems

Posted by Grifman on Usenet:

Looks like the latest version of our space conquest series may be in
trouble. As previously announced, the game has been delayed another
quarter and this was posted on the official forum boards this week:

>It's here at long last. We have all of the major pieces assembled, and we're playing through the game. Our focus has turned from designing the game to fine-tuning what we have and making sure we have a polished, smooth end-user experience. As we've always done, I'd like to share with everyone the philosophy behind what we're doing and what you're likely to see in the game as a result.
>We've been working closely with the folks at Infogrames to play the game and evaluate what's working and what's not. The good news is that we all agree on our evaluations. We've independently come to the conclusion that there's just too much going on at the start of the game and that we need to streamline the play experience. The better news is that we also have a pretty clear idea of how we're going to achieve that, and it's not too difficult to do. I'll give just a brief summary now, with the intent of bringing out more detailed information once we've had another week or so to fine-tune these plans.

>For starters, we realized that we've been designing a game that's really cool and deep at advanced levels of play. We've created AI-based helpers to build your ships, move your fleets, fight your battles, and manage your planets. That's incredibly helpful in a big game and addresses one of the biggest concerns that advanced players have mentioned about MOO2 and other similar games. But we've now come to the conclusion that we've actually done _too much_ for the players, and that the resulting lack of things to do is causing folks to feel a certain lack of control or lack of immersion during the early turns of the game. Fortunately, there are easy ways to deal with this that don't involve significant changes to the game design.

>Secondly, we've also found that a few of the cool-sounding elements of the design worked better on paper than they do in code. That happens sometimes. We've designed some really interesting systems that proved either hard to understand or hard to present effectively to the user. Those are being simplified or removed. These are not core systems, but rather elements of the game that are not absolutely critical to play. You still have ships, fleets, task forces, star lanes, lots of planets, diplomacy, and so on. For the most part, you won't even realize they're not in the game.

>Finally, we want to streamline the user interface. There's so much on the main screen that people are getting scared the first time they open up the game. That's not what we intended, and it doesn't have to be that way. We realized that the wonderful "everything at your fingertips" design was overly broad and showed too much at once, so we're moving some elements around, putting others in more logical places, and generally reducing the number of individual buttons on the main screen. You'll see mockups of a much more elegant screen design as soon as we can settle on the layout. Short version of the story is that we've been able to keep the breadth of control without overwhelming you with buttons.

>Rantz and Cory are very busy at the moment, working on the UI issues and making sure the programmers have a clear idea of where we're headed. Over the next few weeks, we'll be happy to answer questions and explain the latest refinements in more detail. Rest assured, though, that the core of the game hasn't changed. We're editing and refining what we have and making sure it's going to provide the best possible end-user experience. We all want the best game possible, and I'm very pleased that Infogrames wants that as well and is willing to extend our delivery date in order to make sure that happens. We all believe very much in the game and look forward to sharing it with you as soon as we can. Thanks again for your support and enthusiasm.


>Bill Fisher, Executive Producer


In addition, the word is that money from Infogrammes has run out due
to delays beyond contracted development dates, and the game is now
being completed on Quicksilver's dime - never a good situation since
the inclination will be to cut losses and run. At least one member of
the team has been laid off, and others are expected. So are features
being cut due to bloatedness or lack of money? Either I think means
some serious potential problems with the game.

Then again, maybe the tighter focus mentioned above will help. It was
also noted that the game had 178(!!!) UI screens, which seems totally
insane. Though I love the series, this just confirms my initial
impressions that the original game design was too bloated and promised
far too much. I loved MOO which was simpler than MOO2, so maybe the
feature cuts will help in the long run.

The real question now is can QS retool the game in the time remaining?
It seems like there is alot to do in the time remaining, including
developing an AI that works with the reduced feature set. I am
hopeful, but I'll definitely wait for the reviews for purchasing.

Grifman
1,175 views 56 replies
Reply #1 Top
I'm sure I'm not the only Masters of Orion fan here. I hope they're able to finish the game.

I guess one of the advantages of self funding the game from the beginning and having a pretty solid financial base is that we don't have these kinds of problems. In fact, we are hiring developers for GalCiv (if you know C++ and are flexible in what you work on - games, desktop enhancements, etc.) and are willing to relocate to Michigan, drop me an email ([email protected]).

Reply #2 Top
Well, I have been on reading this board and the data dumps weekly for well over a year now. After all the recent upheavals have just a few things i need ta say, and with any luck a few of you might even have a chance to read it :)

To begin with, I know i cant discuss politics and whatnot, so I will just say I WOULD HAVE purchased this game solely for the open ending board and the public disclusure of the creation of the game. Well thats shot ta hell. As QS feels they need to edit, delete, damage control, etc., or in other words CENSOR like mad to cover themselves, well thats gone. Matter of fact likely wont by the game just for that.

Additionally, the removal of an intregral part of the game and POSTPONING its release YET AGAIN both strike me as huge mistakes. I've played MOO1 and 2 far to many times to believe that any other whipped up system of stopping micromanagement will work, and the removing features "of a feature rich" game makes me ill. What made this game unique was its depth, its realism, its very steep learning curve. Without that its just one more 4X game, of which Moo2 has filled my need for enough years. Mayhaps one with pretier graphics and a new interface. WOOHOO! Ill pass thank you. You want to mainstream it, more power to you, but for the entire group of hardcore fans i live and play Moo2 with STILL you've lost each and every one of us.

Well so be it, off to hope for better from the folks at Bioware with NWN (who have done a better job of being public, and only censoring for legal issues, not posts DAMAGING TO THE COMPANY), and perhaps Shadowbane, goodbye QS zealots and your quest to make a fortune, and in the process destroying the fanbase who could have helped you do it!

Reply #3 Top
This was like one of the first post I read on the Moo3 board.

I was really looking forward to moo3.. :(
Reply #4 Top
I may have to go to MOO3. I can't play MOO2 on this PC. It doesn't support a lot of the hardware I have.

Cheers,
Jack
Reply #5 Top
Jack,
I hate to say it, but your PC seems to suck :) . Playing MOO2 is still one of my favourite pasttimes. Having a PC that can't play this wonderful game is a crime! Surely your hardware drivers will emulate older hardware?
Paul.
Reply #6 Top
:VOMIT:

I have been waiting almost 3 years for moo3 and I knew when they were saying they were going to revolutionize the entire game play that they were headed for trouble. I don't care about 173 UI I think i would like to have that many. Alot of the games I play are missing the fine details. I have been waiting for STAR! SUPERNOVA to come out but they seem to be sinking faster than the Titanic too. What is with these games make it better bigger and when it comes to it strip strip. What does Infogrames know? This is why they should have had an open beta they would have gotten user inputs. This is reminding me of Birth of the Federation. Microproses promised big and floped on their faces. :sniff!:
Reply #7 Top
Announcement on their site:

April 16th, 2002

As many of you know, the Australian magazine PC PowerPlay has recently released what they thought was a demo of Master of Orion III. Obviously this has caused a big stir around the Quicksilver offices since we've never made a MOOIII demo. Apparently what they got their hands on was a pre-alpha version of MOOIII that was delivered as one of our normal milestone deliveries to Infogrames and was never meant for public consumption. I spoke to our producer at Infogrames this morning and what I've been told is that one of the Infogrames employees at the Australian office gave the CD out without authority and that led to its release. At this point Infogrames is dealing the problem but obviously there's only a certain amount that can be done after the fact.

So, for those that have seen the version, please realize that what you have is NOT an official demo. It's a pre-alpha build that is buggy, incomplete and needs a lot of tuning/adjustment of screens. Moreover, while we'll be leaving any screenshots up on the forums that have been posted we will be removing any links to actual copies of the version since we don't feel it's representative of the game. Thanks for everyone's support.

Cory Nelson
Producer
Quicksilver Software Inc.
Reply #8 Top
I know how that can be. Remember the first alpha of GalCiv? Heck, even Alpha 4 is pretty crummy and not representative of the game at all in its final form. It'll be late summer before there's anything I'd even be remotely comfortable with the general public seeing on our game. I imagine they're in the same boat.
Reply #9 Top
Except, perhaps, that when you compare your openness and QS's secretiveness, QS is more exposed
to this sort of thing than you are. Some people think that secrets are a challange just waiting
to be exposed.

Cheers,
Jack
Reply #10 Top
I booted up the old M002 the other day and played it for like 5 hours straight!! I couldn't believe how much fun and addictive it still is, I mean it's still better then most games now. Micro prose really knew what they where doing back then. I have faith in Quick Silver that they will do whatever it takes to make moo3 ROCK, so all this crap that's going on doesn't bother me I think it will be a great game when everything is all said and done. :CONGRAT:
Reply #11 Top
I have to agree about MOO2. I still play it about once a week. Very addictive! I look forward to still playing Galciv as often in 7-8 years times.

Paul.
Reply #12 Top
I still think GalCiv is going to be out before MOO3. But, yes, I am waiting for MOO3 as well. I just hope
it isn't as dissappointing as CIV3 is for me.

Cheers,
Jack
Reply #13 Top
I can't imagine us beating MOO3 to market. They'd have to be pretty late. But I do have faith that Quicksilver will make sure MOO3 is really good.
Reply #14 Top
I wonder when we will see Ship battles though, makes me wonder why I can't even find a screenshot anywhere.
Reply #15 Top
Alex,
Do you mean like in MOO2? The OS/2 version never had that.

Cheers,
Jack
Reply #16 Top
Moo was never on OS/2?? Was it??

I was talking about Moo3, I have yet to see ship battles and that makes me nervous.
Reply #17 Top
Alex,
Since this message board is for GalCiv I read your post in that context. Sorry.

Cheers,
Jack
Reply #18 Top
It's all good.. I should have been a bit more specific.

BTW anyone hear anything new about Moo3??
Reply #19 Top
Alex: There aren't any battle shots yet because Rantz (that's MOO3's art director for those who don't know) won't release any until he's satisfied they truly look "presentable", *and* that they'll concur with the final build. In the past fans would scream for screenshots for days on end, especially diplomacy and combat. When the art department finally relented and post some of the diplomatic shots on the website, however, they were then immediately criticized by a lot of people for how "crappy" the new screenshots looked--COMPLETELY ignoring the fact that they were still frames (the diplo screens have pre-rendered animated ambassadors).

After that little incident Rantz stated he absolutely will not release any combat screenies until he was sure it would *at least* represent the game in its final form. Indeed, already changes have been made to the combat UI, so that alone means any battle shots currently out there from the unsanctioned "demo" are already obselete.

Oh, and to answer your other question Alex, no, I don't believe there's anything major to really report about the game right now. I strongly suspect that from now on the MOO3 team will be working like mad all the way up through September if they want to get MOO3 finished AND not be completely riddled with bugs (BotF anyone?); they'll generally be waaaaaay too busy to give us much in the way of updates. :notsure:
Reply #20 Top
They're a mirror image then of the GalCiv guys. They've been releasing screenshots and taking criticism as a tool to make the game better.
Reply #21 Top
Martok, As the art director on Gal Civ I take the opposite approach it seems. I don't mind getting flamed :-) It makes me mad which in turn makes me work harder to make sure the game doesn't suck. I am a gamer first and a artist second I don't take anything people say personally I only want what's best for the game. Plus I would much rather get flamed now in the early stages of the game then in reviews where it really counts.

I do understand Rantz though, I mean you want to make sure whatever you put out to the public looks great. He also has to deal with the "Moo" comunity who really care about the game, they are also expecting great things from the reborn classic.
Reply #22 Top
Well, I do mind getting flamed. It makes me cry. ;p
Reply #23 Top
The other thing to keep in mind Alex, is that (at least from my perspective) the majority of MOO fans are a bit more--rabid, shall we say?--than GalCiv fans, and tend towards hysteria a little bit more as well. As a result, they seem to react more irrationally to posted screenshots than would otherwise be normal. That's just my opinion, anyway.

I mean, seriously though, did you ever *read* some of the reactions they got??! Talk about being burned to a crisp! Now I'm not saying or even suggesting that everyone hated the screenshots; indeed it seemed as if the majority of the fans liked the new artwork. But enough people still screamed about their quality (or lack thereof) that Rantz decided to hold off on any more visual goodies for a good long while.
Reply #24 Top
The reactions I saw were hardly any worse than what one tends to see all over Usenet. Some people are reasonable, some people are just jerks...and both of those apply to both the pro and con reactions. :p

C'est la vie.
Reply #25 Top
Hey Hound, good to see you over here. I suppose you're right about that. I guess it's just that in my admittedly limited experience, the hysterics on the MOO3 forum was somewhat more than I was used to. I believe you if you say that's pretty much the norm; perhaps I just got lucky that the places where I visited the people tended to be a little more cool-headed. :)