Gal Civ 3 Lead Designer Paul Boyer on the Latest Qt3 Games Podcast

The Lead Designer on Galactic Civilizations III, Paul Boyer, appears on the latest Quarter to Three Games Podcast with Tom Chick.  The topic of discussion is sci-fi and game design.  It's a great podcast, so have a list over at Qt3.

http://www.quartertothree.com/fp/2014/05/01/qt3-games-podcast-sci-fi/

 

10,349 views 4 replies
Reply #1 Top

I'm having a hard time finding the play button on their site.

Reply #2 Top

Got it.

interesting...I don't think the evil specialized techs will pose a threat to balance. Lol

I am surprised you guys would think of, much less care about ugly looking ships since those that would make them would CHOOSE to which equils fun.

I think you guys are thinking the right way about invasions. With not much info to go on it still sounds promising and a bit tactical. :)

I still have 10 or fifteen minutes left to listen to, but I would like to ask Paul ONE question I have been to scared/nervous to ask and preparing for. So if your reading this know I want to ask you one question on steam when its convenient for you.

 

DARCA ;)

Reply #3 Top

Great interview!

I have to disagree strongly with Paul here; I'd really like if specialization locked out other paths. Maybe an optional toggle for this? That's a pretty major feature.

Reply #4 Top

^Hell no.

There is no good reason not to and am about to name reasons why:

1. By being major features is why they are needed. They if researched they are REAL special techs, like having the best sparrows before going to harpoons makes a difference and really defines what specializing means.

2. I suggested more specialized techs or different weapon types or adjustable weapons. Why? Because of choices are fun and give a sense of control in a game were control is a theme. (that being TBS games) imagine the difference between dryly moving down the tree with mediocre choices where you will eventually fall into a pattern of research or immersing in choices of specializing or moving forward. Also it comes in handy when wars come up as it can mitigate having the wrong defenses.

3. If you have to pick ONE and then move on to a Better weapon there is no incentive to use the specialized component anymore. its no different than before with lasers 1 2 3 4 5 6 AND 7. It would be a singular tech that adds a value which can't be interacted with that ends up being hollow.

4. If you could shape combat as a lesser force by having better accuracy, range, and rate of fire THAT would make combat as tactical as...tactical combat. :grin:

5. Its just fun researching, building, and destroying as much stuff as possible.

 

DARCA. ;)