Jump to content


Wargaming Blog: An Interview with Chris Keeling


  • Please log in to reply
9 replies to this topic

ApolloArtemis #1 Posted 14 July 2015 - 10:38 PM

    Player Experience Specialist

  • Administrator
  • 598
  • Member since:
    01-28-2012

Hey everyone! 


So I thought we could open up this section by sharing an interview that the Wargaming Blog team did with Chris Keeling, Master of Orion Project Director. Hopefully this article will answer questions some of you have been asking about. Enjoy, and let us know what you thought about the interview after you're done reading it. 

 

http://bit.ly/1HJq30H

 

As always, I encourage everyone to participate in the discussion and if anyone has follow up questions please don't hesitate to ask. 



OrionSol #2 Posted 15 July 2015 - 04:02 AM

    Captain

  • Players
  • 431
  • Member since:
    06-12-2015
What things were removed i wonder ... 

Jedi Master Or-ion Sol

Founder of THE JEDI ORDER | Community of Guilds 

www.jediswtor.com 


Omega_Weapon #3 Posted 15 July 2015 - 08:42 AM

    Rear Admiral

  • Players
  • 596
  • Member since:
    11-15-2011
That second last picture showing the star lanes makes me unhappy. It looks nice and all, but its full of choke points and dead ends. Not the wide open galaxy we had before with its freedom of movement based on ship fuel range. I'm hoping they still come to their senses before release and realize that there was nothing wrong with the old movement model. At the minimum, please let us develop better engine tech by mid-game that allows us to start ignoring the star lanes.

MOO2MOD #4 Posted 15 July 2015 - 10:13 AM

    Captain

  • Players
  • 402
  • Member since:
    06-22-2015

Block Quote

There were a few mechanics that were removed due to resource and time constraints, and the fact that we wanted to keep the game as simple as possible to maintain the core gameplay of exploration and conquest.

Once we’ve seen the impact of the game on the market and heard the opinions of the community, we can decide whether we want to add these features back in with a DLC or expansion of some kind.

 

Well, the opinions of the community could be heard right now; we are here and ready to respond :)



Mikko_M #5 Posted 16 July 2015 - 12:44 AM

    Rear Admiral

  • Banned
  • 536
  • Member since:
    06-18-2015

View PostMOO2MOD, on 15 July 2015 - 10:13 AM, said:

 

Well, the opinions of the community could be heard right now; we are here and ready to respond :)

 

Agreed.

 

Also I think that it would be a horrible business strategy to cut some of the core elements of the classic Master Of Orion games and try to sell them later as DLC or expansions, since first you need to make a good impression to both the old and the new MOO players, and you can`t do that with a half finished game. Very few people are willing to buy expansion packs or DLC to bad or very average games whereas even I (and I hate especially DLC) could buy them for an excellent game.


Edited by Mikko_M, 16 July 2015 - 12:57 AM.

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


aripmiranda #6 Posted 04 August 2015 - 01:59 AM

    Ensign

  • Players
  • 1
  • Member since:
    02-13-2012
so is this a stars wars game?

lockphase #7 Posted 04 August 2015 - 05:14 AM

    Lieutenant

  • Players
  • 37
  • Member since:
    06-13-2015

View Postaripmiranda, on 04 August 2015 - 01:59 AM, said:

so is this a stars wars game?

 

No, its not. Its a management strategy space game, think of Civ in space (that description doesn't do enough justice). Alternatively, you can read about the original version online (http://sirian.warpcore.org/moo1/).

mikeva1 #8 Posted 08 August 2015 - 11:39 PM

    Lieutenant

  • Players
  • 76
  • Member since:
    08-08-2015

The interview was great but the one picture that seems to possible be showing warp lanes like MOO3 used is disturbing to me as well. I think that when they went to exclusively using warp lanes was a factor in killing any real chance of MOO3 becoming popular - along with too much micromanagement.

Sword of the Stars did the warp lane deal too - but cut out the extreme micromanagement that helped kill MOO3. If SOTS had a easier combat system I would have loved to play it more then I did - yeah the combat system killed it for me. Keep that in mind.

 

Slightly off topic any idea yet what system specs might be? I have 2 single core systems - it bugs me that everyone now feels that they have to go to a duel or even a quad core to make their games.



iHunterKiller #9 Posted 09 August 2015 - 06:42 AM

    Captain

  • Players
  • 272
  • Member since:
    06-21-2015
Duel core processors are 8 years old. Any game made now, wont be using specs from nearly a decade ago..... it bugs me that people would even expect such a thing :P

You and your friends may have preferred certain features from MoO1 or MoO2 .. or perhaps even MoO3 but that does not mean everyone prefers it that way.

Perhaps you could think of some amazing alternative that could enhance the game in new areas, making it more enjoyable for everyone!

Please be creative and open minded when posting, we all want this to be the best game it can be.


Mikko_M #10 Posted 16 August 2015 - 04:38 PM

    Rear Admiral

  • Banned
  • 536
  • Member since:
    06-18-2015

View PostiHunterKiller, on 09 August 2015 - 06:42 AM, said:

Duel core processors are 8 years old. Any game made now, wont be using specs from nearly a decade ago..... it bugs me that people would even expect such a thing :P

 

 

Agreed. This game will most likely be released in 2016 the earliest so there is still plenty of time for everyone to get to this decade technology wise and get at least a dual core cpu (although a modern Intel quad core cpu would most likely be a smarter buy for the future). My current computer is 7 years old (which makes it in computer terms ancient) and it already has a quad core processor.


Edited by Mikko_M, 16 August 2015 - 04:40 PM.

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users