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Stormhound
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New Jersey
Jan 1970 time: 00:15
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I'm going to quote here a message posted by Alan this afternoon on the MOO3 Forum. This is for informational purposes, and I do not promise to be able to give more details or answer speculative questions.
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From: Alan Emrich (ALANEMRICH) 1:01 pm To: ALL (1 of 21) 4619.1
"The time has come," the Walrus said, "to talk of many things..." Among them, feature cuts in MOO3.
First, these feature cuts are necessary due to time and budget considerations. We've got the design, art, and engineering know-how to pull all this stuff off, but looking at the last 6 months of the schedule, it's time to make hard decisions so that the finish line is crossed with the best possible game within the rational time and money constraints of publishing computer games. That's simply the world we live in, people, and you can rail against economic realities all you want (but please don't do so on this thread; it won't help).
Second, all of this stuff, as designed, is being archived and put on to our "MOO4 List." Yes, we're optimists here and hope to revisit this franchise and do more with it in the future. (No, there is no deal, hand-shake, promise, hint, or even a wink from Infogrames to suggest this will happen; like I said, we're just optimists and hope we and this game do so well that it simply makes sense to do a MOO4 or expansion for MOO3 or something where we can get "another crack at it.") Now, everything going into MOO3 is being written into the design doc and coded into the game with "hooks" for this stuff to be included in the future with the greatest possible aplomb, but for now the verdict is in -- this stuff is being cut for MOO3.
Finally, this may not be the last round of cuts. Having been in this industry a long time, I'd bet anything that it isn't. That said, because we really strove to reach way beyond the genre conventions, even by falling short a few features, I still believe that we'll be delivering a genre-redefiining game that will kick some serious butt. So, remember all that's in the game, and look forward to all the rest if we get to do some future release in the MOO line.
Without further delay then (nor the specifics reasons behind each individual decision -- basically, these features promised to be the most engineering/playtesting intense so they became the most natural targets), here is the "cut list" to date:
1. The Annals of Space and Time (i.e., the "end game story review" of a civilizations adventures in MOO3)
2. The entire Ethos system
3. Team victory conditions (i.e., Factions and Unity)
Alan Emrich, MOO3 designer
Quicksilver Software, Inc.
The value of a good thing is to have done it.
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Ozymandous
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Atlanta, GA
Aug 2001 time: 00:15
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Well I can't say I am happy that anything is being cut I can say that there seems to be a lot of good stuff still left in the game. 
I do have a few questions however...
1) Were the Annals of Space & time going to be like a Civ review of which race settled each system, wars, etc, or some more indepth journal like entry recording all the major things each Race did?
2) I can see where the Ethos system would have enhanced the game immensely, but I can't say that I will miss it much because it always gave me a headache when trying to read about it and understand it. 
3) Hmm, even though team winning conditions would have been great, they won't be missed as much as if the game shipped without PBEM, hotseat or multi-player added in. If the rumor I have heard about Civ3 not having MP is true then I probably won't buy that game, even though I played the original and it's sequal for over 2 years together.
Finally I'd just like to say thanks to Stormhound for posting here (Delphi forums are very convoluted!) and thanks to Alan and the rest of the QS team for their hard work on the game thus far and into the future. I remember buying MOO way back when and having fun but not truly enjoying the game until the "MOO bible" came out. I wish all strat guides were written as well, unfortunately only the "bible" and "Rome on 640k a day" were worth the paper they were written on.
Thanks again folks I look forward to seeing how well all this work ties together and I am catching up on my sleep now because I have a feeling I will need it once the game ships. 
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tniem
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Hope College
Apr 2000 time: 00:15
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Stormhound,
Am I disappointed ethos is out? You bet you.
But what is the best about this is that I was told about it. I didn't have to find out about it in some silly email. I appreciate what you guys are doing, thanks!
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Roman
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Bratislava, Slovakia
Sep 2000 time: 05:15
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quote: Originally posted by Stormhound
1. The Annals of Space and Time (i.e., the "end game story review" of a civilizations adventures in MOO3)
2. The entire Ethos system
3. Team victory conditions (i.e., Factions and Unity)
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- I have no experience with TBS Games in space, but having looked at the website (which, by the way is excellent and well updated ) MOO3 certainly does get me very excited. It has promise to be truly an excellent game.
- Those cuts don't worry me at all. In fact, I am happy that having to do a cut, you chose to cut on features that I rate among the least important. Obviously, though, if more cuts do follow, as you say is likely, it could have a more negative impact (depending on what is cut).
- I applaud your openness with information, something most other developers should strive to emulate.
- What is MOM2 ????
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tniem
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Hope College
Apr 2000 time: 00:15
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quote: Originally posted by Stormhound
MOM2 = Master of Magic 2 |
So has Quicksilver begun some work on MOM2?
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tniem
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Hope College
Apr 2000 time: 00:15
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Thanks Stormhound.
Can I make just one suggestion. For your website I think it would be good for you guys to just post that those items have been cut due to time and budget constraints. Just put it as a news item. That way those that don't post on either these forums or your forums have a way of finding out what is up.
It would be another way that you guys could contact the fans in a positive way. Thanks and keep up the great work.
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Stormhound
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New Jersey
Jan 1970 time: 00:15
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I'm not aware of all the decisions behind the cuts (you miss out on a few meetings when you're 1700 miles from the home office), but I do know that there were some things that hadn't been developed enough and weren't going to have the time to get done properly. (As an ex-programmer, I wince every time someone says "oh, that'd be EASY to program", but be that as it may...)
Space Monsters, for instance, only had middling support and other than some basic design thought hadn't had any real work done on them...too easy a target not to get the axe.
Ethos, on the other hand, had had extensive design work, but touched practically everything and was proving a bear to model, let alone test. Way too big a beast, and way too much risk of whiffing badly if we took a swing anyhow, and too many other things that could be coded instead. Basically, it's completely out, though there'll be hooks left in various places in case it can be brought back in at some later point.
PS: It may be a few days before I'm back by, so hang in there. I'll respond to what's waiting for me after I've had a chance to unfrazzle.
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