![]() I can assure everyone that species was not an area of laziness but a fairly intentional series of decisions to create species that we grew up playing games and watching TV series of. Players need to realize that there is no praying to game development gods here but rather building a game and making design decisions that ultimately present a product that has strengths and flaws.Įvery game is a series of design compromises that ultimately are made for a variety of factors whether it be time, user feedback, gameplay, coding feasibility, etc. It is unfortunate that some folks aren't fans of this decision but as someone who had read through numerous pieces of feedback on the project for every decision we have made there have been strong supporters and equally strong detractors. We have drawn inspiration from Master of Orion, Star Trek and Babylon 5. When designing the species for this game we were quite intention to design species that combined some of our favorite scifi species. I would be cautious of anyone to suggest that our species were cookie cutter was a "lazy" choice. I think this like anything in the 4x space genre is something for debate. ![]() :pukes: I guess I'm ragging on Lord of Rigel so hard because unlike many other 4x this clearly is mirroring MoO2 on purpose, and unlike those other games this could actually be a decent game. It's a general rule that if you make a space game that has common earth species it's just a terrible design choice showing the utter lack of imagination on part of the creators. It doesn't make the game look better because MoO2 did it, it makes it look far worse. It has lots of very interesting looking races too. ![]() Unlike many other indie 4x games this one looks like it could be really good, minus the space combat which probably would be better if it more closely matched MoO2 also. Lords of Rigel looks promising so I guess what I'm asking is, please don't do this to your game. Sadly I've seen numerous indie 4x games out there that don't seem to get this, and end up making a mediocre game with utterly terrible races. We as players have always tolerated it only because the rest of the game made up for it in spades. The races were and are a serious black stain on Master of Orion with the sole exception of MoO3 and always have been. Sadly, from the same mechanism as people cargo culting the terrible unimaginative borderline furry bs because they're clueless why people loved MoO2 and why it was a good game, similarly see a failed game and write off everything about it, even the great part. Endless Space is one example that's actually creative for the most part, and notice they're the most successful space 4x out there now, but not even ES/ES2 matches how nicely done races were in MoO3. MoO3 had by far the best use of alien races I've ever seen in any 4x game. It was pretty mediocre to bad all around except the species. I wish to God that devs would pay attention to MoO3's concept on species. The Silicoids were hard to play, and then there's the Darlok aaaand that's about it. I always played Trilarians because they actually were genuinely alien, which is also why I liked the Meklar. The absolute worst part of that game hands down was the different races you could play. The lion race, the pterodactyl race, these are absolutely HORRIBLE racial designs, and they were absolutely stupid in MoO2 as well. It was good in spite of, not because of, the races, which even as a child I found pretty cringe. The problem is these people usually seem oblivious to what actually made MoO2 a good game to begin with, which was the awesome gameplay and atmosphere. I get that people see MoO 2 and think about cargo culting it, which at times can be good. ![]() I've been watching this game and do enjoy how closely it seems to be modeling itself after Master of Orion, but I've really gotta put this out there: stop using anthropomorphic races of common earth animals! It's f'ing stupid and lazy as all heII.
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