Dev Stream Tomorrow (Friday July 25) at Noon Pacific Time

http://www.twitch.tv/stardock

It's that time of week again! This Friday, I want to talk about innovation.

Tune in to the official Stardock Twitch.tv channel at 3pm Eastern time (noon Pacific, 9pm CET) to see an internal build of the game with some features not yet released to the public, and for a discussion with Galactic Civilizations III lead designer Paul Boyer on innovation and how Stardock is trying to walk the line between staying true to the GalCiv franchise while also moving the 4X genre forward.

Innovation in an existing series is a tricky thing. We have players here on the Galactic Civilizations III forums who are outspoken about their desire for an updated GC2 with bigger maps and fancier graphics, and others who constantly question why they should invest in a new game if they don't see dramatic steps forward.

We do have answers to these questions -- in some ways, these are the central questions Stardock has struggled with since we started production on Galactic Civilizations III years ago, well before it was announced to the public. We've been thinking about the dichotomy of innovation versus faithfulness for some time.

I can pretty well guarantee you that Paul will happily talk your ear off about it, if you decide to join us on the stream.

The joy of livestreams is that it's a two-way format, so you can ask Paul your questions on the air and we'll do our best to get to them. You can also drop your questions in the thread/comments below, and we'll try to answer them on the air.

As always, you can catch up on previous streams on our YouTube channel, or watch tomorrow's as soon as I get it encoded and uploaded (usually by 6pm that evening at the latest).

Hope to see you on the air!

46,241 views 35 replies
Reply #1 Top

That looks like a great ship.

Could we get a sneak peak at some drawings of stuff for the other races that your going to include in the game. Maybe a few yor ship designs? I'd be satisfied with another Adam ship.

Reply #2 Top

There was just a thread created about innovation, and now *bam* here's a dev stream about it.

Reply #3 Top

It's almost like we read the forums! ;)

Reply #4 Top

Quoting abiessener, reply 3

It's almost like we read the forums! ;)
End of abiessener's quote

:thumbsup:

Reply #5 Top

Question: How do you think about removing (or postponing till expansion) of features from the prequel, instead of fine tuning them or otherwise changing them to make them fun? Is this de-innovation of the series? For example systems like espionage and terror stars are not slated to be in the base game, while i don't think anybody would argue that those couldn't be made into cool systems. In the past you have said that this is mostly due to time/budget constraints, but could you talk about this in terms of innovation?

 

Other way to ask more or less same question: Is removing features from galciv 2 and then putting them back in later in expansions going to affect the overall amount of innovation over the lifetime of the product in a negative way?

 

also: how important is it to "borrow" ideas form competitors to stay competitive in the genre?

Reply #6 Top

Quoting EleventhStar, reply 5

Is this de-innovation of the series? For example systems like espionage and terror stars are not slated to be in the base game, while i don't think anybody would argue that those couldn't be made into cool systems. In the past you have said that this is mostly due to time/budget constraints, but could you talk about this in terms of innovation?
End of EleventhStar's quote

While I also don't like that these features won't be in the base game, I do understand the logic of not going into these options right away, as for one these features were both added in Twilight of Arnor, Terror stars only add a little to the game, as it's essentially a massive ship that travels around w/ 1 weapon to destroy a star.  Espionage, adds more to the game but, I don't see this as de-innovation but as realocating resources to the main game to get that working the way it's suppose too, to eventually get everything working better w/ more options than the last version of the game.

Either way I think we'll all be happy w/ the final version of the game and look forward to the improvements made to this point and beyond.

Reply #7 Top

Quoting Seilore, reply 6


Quoting EleventhStar,

Is this de-innovation of the series? For example systems like espionage and terror stars are not slated to be in the base game, while i don't think anybody would argue that those couldn't be made into cool systems. In the past you have said that this is mostly due to time/budget constraints, but could you talk about this in terms of innovation?



While I also don't like that these features won't be in the base game, I do understand the logic of not going into these options right away, as for one these features were both added in Twilight of Arnor, Terror stars only add a little to the game, as it's essentially a massive ship that travels around w/ 1 weapon to destroy a star.  Espionage, adds more to the game but, I don't see this as de-innovation but as realocating resources to the main game to get that working the way it's suppose too, to eventually get everything working better w/ more options than the last version of the game.

Either way I think we'll all be happy w/ the final version of the game and look forward to the improvements made to this point and beyond.

End of Seilore's quote

 

Yes, i understand the business reasons behind these decisions, time, money and resources are limited so choices have to be made. But i would like to hear something about this subject from a game design and innovation perspective. Like, what reasoning does a game developer use to say "we are going to cut this" instead of saying "we are going to overhaul this to make it fun", if resources weren't a issue. 

Reply #8 Top

Also, is the ship in that screenshot flying towards the camera, or away from it? What side is the front? I feel it can work either way even tho thats engines pointing towards the camera.

Reply #9 Top

Will there be an anomaly than spans time rather than space, where any ship or a fleet of ships would come across it, disappear, and show up again in a later turn?

Reply #10 Top

Can we talk about any of the minor races yet? Which ones are making it into the game, will they have unique ships and will they be represented in full 3D like the major races?

Reply #11 Top

I'm probably beating a dead horse here, what are the chances of implementing hot-seat multiplayer?

Reply #12 Top

Diplomacy new features?

Reply #13 Top

Wasn't there going to be a series of guides and introductions into galciv economics? Talk about that for a bit, something new and innovative. (please)

 

DARCA. ;)

Reply #14 Top

How are the Planets graphics handle??,,...... and how much will be moddable threw an editor??

 

Thanks!!

 

Nasty!

Reply #15 Top

It is actually Friday the 25th, not 24th  ^_^  Had me confused for a second. Talking about the balance between innovating and staying true to what Gal Civ is sounds great.

 

My question: I am really interested in knowing if there are going to be changes to the fog of war on the map...I find myself disliking the grey fog more and more, really hoping it ends up looking a little more interesting.

Reply #16 Top

What is the current status of the other four major races?

Will approval affect all races the same, or will there be some races who are affected by it differently? For example, a high population has a smaller effect on a race, while being in the red has a much higher effect on it, or the race isn't affected by approval at all (neither positively nor negatively), or a low population reduces the approval of a race, while having a high population increases it.

Not game-related:

When will the Iridium Corp. get an entry in the databanks?

When will the first dev stream be added to the YouTube channel?

Reply #17 Top

Yes, I would also like to know the time table of other races, minor, or major.  I'm assuming this will be late beta, however, I would think that maybe a minor race or two may help to see how they interact with the major.

Reply #18 Top

Any peeks available for ship movement without the wiggle?  Just hoping for a view of ship moving majestically and smoothly through space, at least as a teaser.

 

Reply #19 Top

Any plans to smooth out cultural borders?  Or will they stay sharp lines...?

Reply #20 Top

Stardock is one of the few companies that understands the difference between iteration and innovation.

Looking forward to this!

Reply #21 Top

Right now the Gal Civ 3 alpha puts quite a strain on my mid-range PC whenever I play. To what extent do you plan on optimizing the game?

Reply #22 Top

I have some questions I would like to see answered on the dev stream:

Will there be a patch released for 0.31?

Have you figured out a usable level driver for the GeForce 6xx series of GPU? I have the latest non-beta driver on (337.88) and am told that a lot of my problems are that I don't have the latest available driver. However, when I try the Beta driver (340.43) it causes horizontal lines on the main map that makes the game unplayable.

Are you working with NVidia to have them support GC3 in their "NVIDIA GeForce Experience" application?

Reply #23 Top

Suggestion for the build queue: have the checkbox be "repeat queue". If you want the same ship you just put one in the queue and check repeat. It would also give you the option of "build 3 escorts, then a carrier, then repeat".

Reply #24 Top

Reply #25 Top

This podcast begs the question...can a ship be too shiny?

 

Also, do I see a proper mini map now?  Or is it still like Civ V where it starts close up?  I'd rather be able to control the mini map zoom.