Hot posts in thread: Analysis of recent and current 4X games

  1. Scifibookguy

    Scifibookguy Lieutenant

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  2. Edward the Hun

    Edward the Hun Moderator Lieutenant

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    *Pulls his old man card out!*

    I played E.T. It was as bad as they say, it was so bad it killed the console market in the West. It was horrible! People would pay you to take their Atari 2600 cartridges from them. I saw a guy who used a wheelbarrow to carry his old games, thugs came and stole his wheelbarrow, BUT THEY LEFT THE GAMES BEHIND!

    Seriously speaking, shovel-ware existed back then too.
     
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  3. Konstantine

    Konstantine Grand Admiral

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    Dude.

    For me MoO2 was my second game with 1 being first. But by the time I got into it 1 was 3.95 and I got 2 for 10 I think.
    Basement bargain price for me but the experience was the same:)
     
  4. Edward the Hun

    Edward the Hun Moderator Lieutenant

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    Heh, I remember installing games from floppy disks. Or getting pissed someone called while on your dial-up and learning to use the disable call waiting feature, then have your aunt complain why you were on the internet for 2 hours.
     
  5. Konstantine

    Konstantine Grand Admiral

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    Guys, I didn't even know what a patch was. I transitioned from hardware to software late.
     
  6. Scifibookguy

    Scifibookguy Lieutenant

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    IIRC, I used to get patches from Compuserve forums.
     
  7. Edward the Hun

    Edward the Hun Moderator Lieutenant

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    Well, those are still patches. On average even modern games get their polish after post-release patches. Usually.

    The issue is the level of polish at the initial release of the game, which nowadays is horrendous.

    Oddly, I never got free patch CDs in the mail even when I registered my games, you'd think that I lived in the taiga. We did have stores that did get them, the same ones that usually sold the game, so as long as you had your receipt they gave them to you for free. But they usually would give them out to regular customers even if you didn't have the receipt or bought the game elsewhere.
     
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  8. Baron Hattori Hanzo

    Baron Hattori Hanzo Cadet

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    regarding the patches at the time of the original Master of Orion [both 1 and 2], Microprose [and nearly all the software houses of the time] always send FREE disks with the patch to all the customers that sent them the registration card inside the game box.

    I received many FREE patch-disks at the time from the USA and from UK [and I live in Italy].
     
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  9. Mark

    Mark Ensign

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    Yes, games were relatively more expensive back then, but then I never argued that MOO 2 was cheap, just that it was no more expensive than any other competing game released at the time. You'd think that if Brad's argument was correct and MOO 2 came out with (1) high polish (which relatively speaking it did) and (2) sophisticated gameplay (which we all agree on) then the price would have to be significantly greater than most games on the shelf that did not have (1) or (2) in order to compensate. But the set price was the same as any other game, which brings his whole claim into question.

    In comparison to how some games are released today, MOO 2 was amazingly polished. For example Stellaris - even after all its patches and DLC - is STILL a bug-infested mess which actually got MUCH worse with a recent "bug fixing" patch that essentially broke the game entirely https://forum.paradoxplaza.com/foru...1-opt-in-beta-released-checksum-b38e.1020919/ which the devs even apologized for. Even now Stellaris is still at the stage where nobody really knows whether certain mechanics like ethics attraction and influence are even working at all, let alone if they're working properly. No game is ever released perfect but MOO 2 was in a relatively highly polished state after very few patches compared to most other games. If any game can be called polished its MOO 2 but such classifications are all relative. No game is ever released in a perfectly polished state.

    No problem Edward its an interesting conversation and it seems that we agree on the fundamentals anyway. Truth be told I actually think Brad's argument may have at least some degree of validity. I can accept that it may well be difficult to produce a game which satisfies all three of his criteria, but I certainly dont think of it as some kind of written-in-stone game-production principle that cant be broken. It already has been broken.
     
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  10. Edward the Hun

    Edward the Hun Moderator Lieutenant

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    I do not want to be mean, but there is some revisionism going here. People forget inflation. A product costing the same thing 20 years ago is actually a product whose price has dropped! Since then the price of food doubled, gas has tripled, rent has nearly doubled, wages haven't increased as quickly but have increased, real wages (corrected for inflation) actually hasn't though. We are actually poorer as individuals with the price of things actually going up faster.

    How this relates to price of a 20 year old game, Well the price hasn't risen in current market value, this is actually a drop in price in real wages. So MOO wasn't just as expensive as today, it was more expensive. Fortunately we're had more disposable income too on average back then.

    We are very lucky that gaming (computer industry as a whole) is one of those industry that was having its overall costs drop very rapidly, both on hardware and software development (licensing of game engine, out sourcing of middleware, and if you are Eidos Montreal outsourcing the boss fights designs (that last one is a jab at Eidos)).

    Actually, if you wonder why the PC you buy today seem to be glitchier and more prone to hardware breaks is because the housing bubble crash has contracted our economy, but luckily most things were internal to the bubble. Except electronic devices were not, and we expect PC to always be better in performance, so they are made with cheaper materials (less gold plated circuits, less use of rare earth metals per chipset) to keep costs "the same." Thus they sacrificed durability.

    Except Apple, ergo why their stuff is so overpriced and they are the kings in outsourcing manufacturing.

    Long story short, MOO2 wasn't cheap. Even if you correct to the reduction in cost of electronics along with inflation, MOO was pricey.

    As for polish, you said so yourself, after patch 1.31. In the day of non-ubiquitous internet this was a problem for some. Thankfully by then most game companies had websites and most gamers had modems, otherwise you had to buy the issue of a PC gaming magazine that has the patch on its patch CD. A lot of people, more than you realize, didn't play the game with the patch in those early years. I think the game came out when my phone company started to sell dedicated internet lines (which was just a parallel phone line you needed to put a switch box on your phone jack).

    The other thing to consider is polish also includes the sexy stuff (graphics, music, voice acting) in the context of his article. MOO2 wasn't top of the line for its time in the visual aesthetics. It wasn't even close to be honest. It did the smart thing and went with style, sort of like what Stars in Shadow did, though MOO was less cartoony (looks at a screenshot quickly). Correction, less anime like cartoony. MOO used the same style you saw in Western animations of its decade like Exo-Squad, SiS uses a more Westernized Anime inspired style, which was actually gaining some popularity back then too, but is more popular today.

    So perhaps Brad should have broken up his list to 4 items and say pick 3 (actually more like 2.5 if you see each of these groups as having gradients which you can half-way on, but it would make for a crappy article title). So Brad was being slightly deceptive like a Minbari from Babylon 5, them half-truths and all.

    By lumping sexy graphics and sound with technical polish, he then can make an excuse why a game has to be expensive to have deep gameplay. Or that you need to swallow the bullet and sacrifice "polish" (meaning technical polish) if you want the game at a lower price. It kind of makes the assumption a game needs to go full hog on assets like ES2 or GC3 as a matter of fact. So there is an element of con job in his article, very sneaky. His overall points are correct, but he obfuscates some elements so that he can validate certain excuses within its frame work.

    Sorry if it seemed like I was being harsh and deconstructing your points as I have Mark. Since I agree with your overall point and that Brad is being sneaky, justifying his actions instead of being fully honest with his objectives.

    Imagine you were debating Brad he would have made those points but more viciously and not reveal what he has been really doing both in the argument at hand and in the initial article. He would further obfuscate "polish" and may even muddle the price by using hyperboles. We both know there is a range between $20 and $70, and he makes it sound like that's the only two options we have for price.

    It's important to note how Brad does his trick to justify his excuses, which I have indirectly attacked earlier in this thread. What do you think that whole rant about me complaining that developers want to bump map Lara Croft's cleavage sweat was about. Okay, that was also a rant on feature creep and graphical racing, but I was also attacking the core element that developers think polish includes this sort of high production value nonsense too.
     
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  11. Baron Hattori Hanzo

    Baron Hattori Hanzo Cadet

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    I totally agree with you Mark !!!!!
     
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  12. Mark

    Mark Ensign

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    Yeah that price sounds about right, but that's my point, most games at that time were also sold for between $50 to $100 so MOO 2 had polish (after the 1.31 patch), sophisticated gameplay and was NOT considerably more expensive than other competing games. There are several other older games which also break Brad Wardell's "rule" too, which IMO makes it less of a rule and more Brad's personal excuse.

    I like the way that he's up front about the fact that Gal Civ doesn't include hands-on tactical combat because its too hard for him to write an AI that can do it justice, I can definitely respect his honesty there. But there are several 4x games - most notably MOO 2 - which can most certainly accomplish exactly that and accomplish it very well. Just because Brad Wardell cant do it, doesn't mean it cant be done and the same goes for his "price - polish - sophistication" claim too.
     
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  13. Scifibookguy

    Scifibookguy Lieutenant

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    Um, I don't remember MOO 2 having a low price :) I'm pretty sure it was $50 on release.
     
  14. Mark

    Mark Ensign

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    A great article which highlights many of the concerns I already had with the genre. Thanks for linking the article, I'm going to have to take Explorminate a lot more seriously if they keep coming up with quality stuff like this.

    Another very interesting article although it begs the obvious question, If all three aspects of a game - polish, low price and sophisticated gameplay - are truly mutually exclusive, then how did we ever get games like MOO 2 which appear to have all three simultaneously? Personally I think Brad is just making excuses, hes making them in a very elegant and articulate way, but they're excuses nonetheless.
     
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  15. Baron Hattori Hanzo

    Baron Hattori Hanzo Cadet

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    ps: but I'm sure, dear Adam and Edward, that with the precious help of the Space Sector team and the readers of the VIP Project Space Sector group [from now VIP Project ISG..], the spiritual successor of Master of Orion 2 will definitely be a great inter-galactic success !!!!!
     
  16. Baron Hattori Hanzo

    Baron Hattori Hanzo Cadet

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    thanks for the reply Edward and Adam, I understand your points.

    still it's a pity that I cannot read the reviews of Space Sector from now onwards: that reviews were the best I ever read in more than 30 years in the hobby.. :-(
     
    Last edited: Jul 4, 2017
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  17. Adam Solo

    Adam Solo Developer Administrator Grand Admiral

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    As Edward has said, a few years ago I decided to start developing ISG, and with that embrace the cause to develop a worthy spiritual successor to MoO2. I always wanted to develop a game, and this post was the driving force and source of inspiration that I needed to commit to that undertaking.

    However, soon I realized that developing a game of this kind of complexity just takes too much time for you to be able to do something else. My dear friend MalRey joined the development team and Edward and Keith kept providing content to SpaceSector.com for a while. But, and without my support, we could no longer keep writing content for SpaceSector.com with the frequency and quality we'd all like, and soon Edward and Keith also joined the cause to help the ISG project.

    The conflict of interests of being both a developer and receiving copies to review games from competitors on SpaceSector.com was also a factor.

    And so, we just decided to let go. We embraced the cause of developing ISG, and SpaceSector.com stopped receiving previews and reviews.

    Personally, I think we accomplished our mission of keeping the 4X strategy genre alive and well. And, in the meantime other sites appeared, like Explorminate, that are doing a fantastic job covering the genre. So, I think we're all in good hands.

    I created SpaceSector.com, and I'm the sole responsible for the decision to close it down. I thought my time would be better invested, for me personally and others, if I decided to develop a space 4X game and embrace the cause of developing a worthy spiritual successor to MoO2. Not because there are very few space 4X games out there on the making (there weren't as many when we started 3 years ago) but because I felt the calling to embark on that quest.

    And now here we are. And, I hope you will help us bring this quest to its conclusion, and that in a not too distant future we can all play another great turn-based 4X game, worthy of the classics for many years to come.
     
  18. Edward the Hun

    Edward the Hun Moderator Lieutenant

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    Well the editor-in-chief, site manager and owner, and main contributor is one of the developers for this game. The game's development would take up too much time to manage both affairs.

    Also, the other contributors came along to help with the project. Since we also have day jobs, this means we are also pressed for time to help here and continue our analysis of games. Also, harder to do as the editor-in-chief would be gone (as mentioned before).

    Lastly, this is to avoid conflicts of interests. Space Sector received review copies and interviews with developers. We are technically now competitors, it would feel conflicted that we still get free copies and access to developers despite we are in competition. So to avoid conflicts of interest and to dedicate all our time to this game, we retired our blogging past.

    Hopefully our reasons make sense and you all understand our decision.
     
  19. Baron Hattori Hanzo

    Baron Hattori Hanzo Cadet

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    why Space Sector no longer publish reviews and analysis ?
     
  20. IvanK

    IvanK Lieutenant

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    Mea culpa, I misunderstood you. For me smooth performance is a bit more important polish then balance. Players my actually enjoy some disbalance, especially if it's in their favor but jitters and non-responsiveness are never fun.

    Missed this one :). Yeah, we are all guilty of it. Sometimes it just an urge to do the thing that other game did and sometimes when someone asks you if you'll add feature X it just seems like good idea at the time.