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Arnelos
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of the Free World
Sep 2002 time: 00:25
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quote: Originally posted by viciouscycle
Still I remember the good ol' days of Empire. That was a great freakin' game! And I remember too the days of playing Civilization when it was a board game. I must be getting old.
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EMPIRE! I LOVED THAT GAME! I had a copy on my old Atari ST, which we bought back in 1986! I remember playing the oldschool Empire in 4-color graphics on my Atari ST... that machine had 1 whole megabite of RAM! 
Civilization the Boardgame... I STILL play that with friends when I have people over It's still a great game, even now. If you have a bunch of people over and about 4-5 hours to burn, it's a good thing to do. We eventually bought Advanced Civilization and the Western Expansion, both of which I like using better than the original game.
I'm glad others enjoy it as well. You aren't THAT old 
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Going back even further, I recall playing Imperium Galactum on the Commodore. And all those great old wargames like Eastern Front, Clash of Steel, Carrier Strike. Ah... the memories.
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Imperium Galactum was a decent game. The others I never played, but a friend of mine owned them.
I still own our old Atari 800, bought in 1981 
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Pacific War by Gary Grigsby... now there was a loooong game for ya. And if people think the MOO3 development is a tough process, does anyone remember waiting for the computer game version of Rise and Fall of the Third Reich to come out? What a deal!
Sorry... what were we talking about? |
I never really got into the Gary Grisby games... too d--- complicated for my tastes. That said, I did buy Gary Grisby's Pacific War for my friend because he wanted it... then he never played it... go figure 
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Sirian
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Pennsylvania, USA
Dec 2001 time: 00:25
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quote: I would add that I never felt that a single ship strategy was all-powerful. Go for a big ship strategy and you could be defeated by the 2,000 strong scout force armed with bioweapons because you couldn't shoot them all before they reached your planet. |
Repulsor Beams, baby, yeah! 
Big ships WERE Uber, if you knew what you were doing. Or at least, if not uber, certainly the strongest overall option. And as for BHG's... 95% of my games didn't last that long in the tech tree. Just win before they get to those, that ends that problem.
Sometimes it was fun to play a small ship strategy for the extra challenge, though. Smaller ships were still quite viable, just suffered more attrition and carried less effective specials.
There were two things about MOO1 not mentioned yet:
* NO SCORING! This was the best. No points, no hall of fame, no records. Just play for the sheer thrill of it. Last race standing wins, or... if you weren't in the mood for playing it all the way out to the last shred of completion, take your victory by domination from the vote. Of course, you could also win a true diplomatic victory from a less than commanding position. A win was a win, and you knew when you had won, and SO DID THE GAME. That, I loved. MOO1 was fun in large part because there were no Civ3-style "sluggish late game" aspects you had to slog through to get the game to notice that you had kicked its ass two ages back. The game could end (or not) when you had a winning position. It was brilliant. They were smart enough to say "no scoring system can measure the results of this game, so we're not going to score you, just play and love it." And we did.
* DEFENSE RULED! That's right. Even massing your whole fleet into one big Stack of Doom could not overcome enemy planetary defenses and fleets if they were far enough ahead in tech. Your weapons inadequate to penetrate their shields, your bombs bouncing harmlessly off their planetary atmospheres. Their repulsor beams keeping your bombers away if you were geared to kill planets but not ships. Their engine jammers clogging your slow-@$$ fleets leaving them dead in space and easy pickings if you didn't have the engine power to close quickly. By favoring defense, it rendered the kind of thing human players do to disintegrate the poor Civ3 AI an impossible task. You couldn't paper cut the AI to death, nor lure them in with a trap, with them foolishing attacking you in direct zombie mode, blindly sending all their forces at the nearest targets regardless of their odds. Sometime even one missile base was enough defense to hold off entire early AI fleets in MOO, buying you some time. But... not if they were much farther ahead of you, then they could overwhelm your defensive advantage. Bottom line, a significant and truly well balanced advantage to defense in the game lifted this game to the heights. MOO1 was the best macro-strategy game of all time for this reason alone. The game would go on with BALANCED empires, none able to nibble away at or swallow others unless and until they managed to gain some kind of significant strategic advantage. This could be a specific weapon, a set of planets that boosted resources high enough, or what have you. The danger was always in pursuing such an edge TOO HARD, leaving yourself too far behind in other areas and allowing an opponent thereby to gain such an edge over you just because you failed to keep up with the Joneses.
MOO1 was brilliant. By comparison, MOO2 was just a pretender. It upgraded graphics, it added complexity to combat, it added complexity to planetary management, it added complexity to races and many other elements. Some of these additions were "very cool" and much better than MOO1, but the big picture was lost. The game balance was lost. Defense was too difficult. Growth became redundant and mindless, with no real choices to make, just you deciding whether or not to follow the predestined "best" set of options available to you, or not. Which race picks you selected had more to do with your chances of winning a truly challenging scenario than any other factors. That's not a test of skill, it's a jigsaw puzzle. Figure out which picks are uber and stick with them? That's not my recipe for strategy gaming. The gap between the strong races and the weak became too wide. Besides your own race picks, your opponents (and their bonus abilities on high difficulty) were the other factor. The same game on the same setting could be three or four TIMES as hard, depending on which opponents you happened to be dealt. That's nice and all if a list of "cool features" on the box impresses you, but if you want a great gaming experience, you're rolling the dice, and too often you would roll craps and just be wasting your time. MOO1 delivered every game, every time, without fail.
If MOO3 gets back to its MOO1 gameplay roots, while still including some MOO2-style "cool stuff", it will be the best game of all time. And if not... it will be one of the biggest duds ever. In just a few weeks now, we'll get to find out which.
- Sirian
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Capt Dizle
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I probably would never had bought another computer game after Moo1 except for one fatal AI flaw. You could always win easily by splitting your forces into multiple fleets and attacking multiple targets. The AI would send one big fleet and take out one target while you would take out three or four.
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Hendrik
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Recently I have become much less skeptical of Moo3, after reading the beta tester posts. Citizen Kane especially strikes me as someone who wouldn't be afraid to criticize the game if criticism were due... I am getting fairly excited about Moo3.
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jscott991
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Betatesters very rarely can criticize a game they are testing. Don't you think in a large group of people, someone would dislike it, no matter how great it is? Isn't it interesting that there hasn't been any substantive criticism of the game from the testers?
I have confidence that the game will be good overall, but there are somethings I know are going to be disappointing and I am surprised to not hear any negative feedback from the testers on these points.
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kalbear
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Actually, it's not all that indicative one way or another about how good a game is by BT's lack of comments regarding how bad it is.
CK, however, has not been mum on it. He has been very vocal in his support on how good the game is. There's a difference, right there. And CK's said he's under no obligation to be nice to 'em.
I still love Chaos Avatar's 'AAR' of an early beta test, where his spies, instructed to go steal toproq tech, instead blew up a bunch of things. That made me laugh hard, and indicated that yes, some things were dumb and have been fixed.
The other reason that the BTs aren't likely negative is simple - every single thing they say gets scrutinized like nothing else, and blown up into epic proportions. I'd be damn careful about saying things either in that case.
Last point is this - there have been plenty of BTs I've read about that have criticized the game before and after it was released. Blizzard's famous for it, for instance. The lack of condemnation makes me shocked, because normally I hear either generic praise (This game is great! and that's it) or very specific likes/dislikes. I have heard very specific likes, and very little in the way of dislikes.
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darcy
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There's another likeliness that is decreased: The chance to find exploits, especially in MP. Fans want to play the game like it's supposed to be played, and usually lack the frame of mind to actively try and break game mechanisms.
Then again, I don't know if this experience, coming generally from real-time games, is applicable to turn-based games.
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kalbear
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Errr - the beta testers for blizzard did a great job of testing exploits and issues about things being overpowered. They were competitive, balls-out players who were also fans, and made sure people know how cheezy certain tactics were.
They got fixed.
If anything, the amount of MP testing these guys do would indicate to me that they were specifically looking for exploits. The fact that they changed outposts to be different indicates that they found some.
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Hendrik
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Yeah the beta reviews have been very sweet... this game seems to have a strategic complexity. I hope that the AI will make multiplayer strategy games in 6 hour sessions possible. Not having to micro all of your cities sounds pretty good, if it works. I am sure an experienced human who is anal retentive about micro like I am will find ways to better manage planets than AIs will, but it would be a good substitute for fast games.
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darcy
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quote: Errr - the beta testers for blizzard did a great job of testing exploits and issues about things being overpowered. |
Important difference here: Blizzard used 5000 beta testers, drawn (randomly, IIRC) from the real public, not from message board loyalists. How many testers are there for MoO3? More than 50 would surprise me. Such low numbers encourage socializing and discourage attempts to break the game.
And even after this large and extensive and long beta test, Blizzard has now released the 4th balance patch with a huge list of fixes. Given these lessons from the past, the chances for MoO3's MP to be balanced and unexploitable right out of the box are infinitesimal.
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Baselope
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hi guys, I am actually an ex-Smacer that was once seen here long ago in another life.
I haven't been reviewing the online literature in careful detail, but I was wondering if those that were could remember is many of the beta testers lavished praise upon the AI?
If all they say must be nice and yet they are saying nothing at all...
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Sirian
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Pennsylvania, USA
Dec 2001 time: 00:25
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quote: Important difference here: Blizzard used 5000 beta testers, drawn (randomly, IIRC) from the real public, not from message board loyalists. |
Blizzard did the random drawing thing, yes, but they also issue invitations to select groups of "message board loyalists". They have a set formula that includes both elements.
I know. I was one of those given a special invitation to test Diablo 2 expansion. As a fan I went into the experience with high hopes and high expectations, and Blizzard was very responsive (initially) to the feedback and reports from the "message board loyalists".
Well, the game turned out to have a lot of issues with it, many more found by us "loyalist" testers than Blizz was leading the public to expect. And... rather than pause and address these issues, they stuck to their firm release date and shipped the game broken. Only some of the issues were addressed, over a month later, in a patch.
In my view, they promised much then delivered little. I had a bad experience with this process. I invested a good bit of my heart into effort to suggest things to make the game better, and every last thing I suggested that they listened to, they only did PART of what I had suggested, and every single one of these changes actually made the game WORSE, not better. I was one of the loudest voices in the test, and had a lot of impact on the community and results, even the game, but came out feeling as if it was all wasted. Wasted! By only acting on part of what I observed -- partially due to their own deadlines -- none of the core problems I was complaining about got fixed, and instead the issues were actually made worse. That was too painful.
When the invitation to be part of the Warcraft III beta arrived, I politely told them no thanks. My faith in their hype and promises, and in their judgement of what makes for a fun game for me, is gone for good. It's more than the expansion beta and rushing an unfinished product out the door, then not supporting it. Blizzard's patch efforts for Diablo II have only gone sideways, never forward. For everything they did fix, they broke something else.
By contrast, I see that Firaxis has stayed with the patching process for Civ3, and actually moved that game forward. Civ3 1.29f is a major improvement over the release version, with a number of loopholes closed, exploits fixed, refinements of interface and control, AI upgrades, smoothing out of the corruption model, improved pacing at high difficulty, and more. Those are the kind of results I expect from patches: for the game to get better, for the bumps to be smoothed out, not just painted over. Firaxis has shown passion and love for their own product. The care is evident. I don't feel as if I'm just a number to them: I'm a customer and a fellow fan of their game.
Quicksilver seems to be on the right track. I'm NOT pleased that they kept offering release dates and estimates that have not panned, but I do prefer they keep the game "until it's done" rather than push a broken or unfinished product out the door. Blizzard built its reputation with a motto of "not until it's done", then made a complete mockery of this concept with Lord of Destruction.
I may never again trust a game company as much as I once trusted Blizzard. I'm more cautious now about getting emotionally attached to a game. I really WANT to get attached to MOO3. I really really do. MOO1 was my fave strat game of all time, so far above the rest it was in a league of its own, but I didn't like MOO2. I'm in limbo, hoping MOO3 delivers more of that MOO1 goodness, but also wary of hype and broken promises.
I look at the folks at IGMoo, all worked up, and think back to being in the same place with Diablo II. And I shudder. They're so excited, they just babble, on and on with speculations about not very much, and frenzied chatter amongst themselves to pass the time.
Knowing what I know about Blizzard's beta testing from a somewhat inside perspective, I think QS is on the right track. They SEEM to care about, and be paying attention to, the kinds of things that really matter, that make or break the gameplay. That gives me more hope. Maybe too much hope. Despite myself, I am having a hard time containing my excitement and expectations now. Although trust with individual companies may be shattered, there is always the possibility that someone will come along and do it right. Hope springs eternal.
- Sirian
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Arnelos
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of the Free World
Sep 2002 time: 00:25
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Sirian,
on all points.
Moo1 was indeed such a phenomenal strat game that it belongs to a league of its own.... I really really hope that Moo3 can join that league to give Moo1 some competition, but we'll only know that after we play it.
I, too, have playtested a Blizzard game. My experience was far more positive. I think Blizzard has done a particularly fantastic job of responding to tester and fan criticism of early betas of Warcraft III and especially in designing the patches to that game (there are those that disagree with me on that, but that's beside the point ).
As for CivIII, I agree that Firaxis did a good job on patches, but (in almost all of our opinions), absolutely RUINED their solid reputation on Play the World... I own a copy of Play the World and have used it, but will tell you it came out of the box worth less than the cd that came with it - and the patch only makes it worth perhaps $5-$10. I remember CivNET being worse (I've been around that long...), but when you use CivNET as a benchmark for anything, you know you're in troubled waters....
My impression of MoO3 so far is that they are promising that it will join the league of MoO1, but there are disturbing signs from the changes that it will not be. The only way to know will be to play it. Thus the comments of the beta testers that they HAVE are extremely encouraging, but their pool is so small that I honestly don't know what to think yet.
If MoO3 is at least an improvement over MoO2, it will still be one of the best games out there and well worth the price. I'm pretty confident that it will be AT LEAST that good. Whether it will be a true successor to MoO1 like MoO2 SHOULD have been is an open question...
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Hendrik
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I have decided to preorder the game. I don't know whether it will be the game to end all games... but I think that it will, at the very least, be a good game.
The large degree of customizability should make MP fun.
They did cut a lot of stuff... but the slimmed down model should retain a lot of complexity.
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kalbear
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Baselope -
The AI has been reported as being pretty damn smart at times. Using flanking stealthed ships to outmanoever some long-range fighter craft, using spies and technology effectively, concentrating on strengths over weakness.
The best example I found was an AI taking advantage of a pseudo-ally's weakness while fighting two fronts far away from the home, and striking hard. The AI lost, but the idea to attack at that moment was a great sign for me at least.
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CharlesBHoff
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el paso texas
May 2002 time: 05:25
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I love MOO too. I was at one time into use than hex editor to change my planet or planets I was to discover or turn a planetless star system into one that have a planet. I do have written down how to do this it anybody is interested.
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