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Capt Dizle
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Is it a sequel or a remake?
People get them mixed up.
Civ3 is a remake, while SMAC was the sequel to Civ2.
When doing a remake, change little, tweak, repaint...improve gameplay.
People say, you can't do that, it has to be new, have new concepts nobody will buy it if its just a the same thing made better.
These people are wrong. You don't reinvent the wheel, just make a better one.
Moo3 was to ambitious. Trying to be a sequel and a remake at the same time. It was going to suck and they are taking steps in the right direction. Good move.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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I think it is normal that some stuff get axed. Should it have been axed before? Probably not, because you have to play in order to know what the game will be like.
But adding new concepts is a must. I don't give a **** about graphics, and I still play MOO from time to time. If QS want to sell MOO3 to a large public, they need these new features.
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Bleyn
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Its also probably at least somewhat normal with ANY game development, not just sequels and remakes, that uptil you've had a chance to work on things for a while, you really don't know what you can and can't do.
Not to say that some things just can't be done with a game, but sometimes the current state of computers won't allow it, or a really good idea is just taking too long to fine tune into something workable.
I'm sure its a really fine balancing act between starting out overly ambitious (and being forced to cut things out) and not being ambitious enough (and either ending up with a so-so game, scrambling at the last minute to add more, or both).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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quote: Originally posted by GP
better planning ahead of time would have saved a lot fo work. |
Yes. Do you know a single project for which this is false?
I believe that putting lots of innovative ideas in and then taking out what doesn't work is the best way to make an innovative game. Anyhow, until the game is out, we can't say whether it is a success or not, and you can't say a delay in the delivery is a failure because, once again, most projects are late.
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madmario
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Ithaca, NY
Aug 2001 time: 05:18
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I think a lot of the cut issues point towards the very, very complex AI in the design document. I think there is a reason why every automated build que manager I've seen has sucked monkeys, and I don't think the answer is, "because they wanted it to."
This is a very hard thing to handle. They might have underestimated only this in the design stage, or not even underestimated it -- just they had a lot of trouble getting it to go, and because of budget, they had to let it go and everything related to it.
Now this doesn't explain why everything was changed, but it does explain most of the changes people care about -- others may be related to this, because they couldn't get the AI to handle the origional idea or what have you. It is easy to imagine this disjunction between "what is wanted" and "how hard is it?" at the design stage, and I don't blame them for being overambitious at that stage either. Molyneux had a very very ambitious vision with Black and White - probably too ambitious as well; however, I believe he financed that project himself.
-mario
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