ALL YOUR BASE ARE BELONG TO US
News and our Home pageFirst impressions of the latest games60 Second Previews of upcoming games60 Second ReviewsTop Ten lists, amazing email, and moreShoot Club and more

Alan Emrich interview (cont.)

Will the game support spying and diplomacy?

Oh, yes. Those are almost games-within-the-game. I’ve touched upon diplomacy already, so let me say that spying will take a novel tact. On the "State Security" side of things, you have to watch people. Yours as well as "theirs." It’s about capturing, squeezing, killing or turning enemy spies. It’s about disinformation and passing along intelligence to friends. It’s about deciding where your society should live on scale of personal freedom versus oppression (for reasons of state security).

On the "Spy Master" side of things, you recruit spies and train them to their tasks. Once "inserted," they will travel within certain "circles" of foreign empires and then go about performing the types of tasks for which you created them. They have abilities, skills, and other personal attributes. Some are Agents, others are Moles. Some cost you dearly, others volunteer for your cause. And when there’s a mission to be done, there is always a story to be told about it. Perhaps one of simple insertion, penetration, and success; perhaps another of entrapment, escape, pursuit and capture. It’s fascinating.

MOO was a streamlined game and MOO2 was a more detailed game. Both games have their fans. How will you please the fans of micro-management while also pleasing the fans that prefer a streamlined approach to management?

Ah, the old, "slider bars versus production queues" debate. Quite simply, we’ll have both. That is, MOO3 will have lots more detail, but it can all be managed at a higher/simpler level.

Since I just mentioned it, let’s take economics for example. You set high level policies that are translated into slider bar settings at the various levels of your Imperial Administration. Thus, if you set a policy that increases social spending, throughout the Empire, the Social Sector sliders tick over to the right. Now, next to each slider bar, there is a build queue. So, not only do you know what you’re spending in a particular economic sector (in both percentages and real money) based on its slider bar, but also what particular projects are in the build queue for that sector. For example, planets have multiple build queues, one for each slider bar/economic sector and, at a glance at this slider/build queue display, you can figure out what the long term plan is at that location.

I guess the bottom line on this one is that we’ve added a lot more detail than MOO2 featured, but we’ve simplified the management so that it can be performed on more of a MOO level. Of course, players can get in there and micro-manage, but we think they’ll be happy they don’t have to.

How will multi-player work?

We're planning to support up to eight living, breathing players. Of course, that number will be supplemented with lots of computer players. In addition to computer player civilizations, there will be nomads, magnates, space monsters (perhaps some intelligent ones!) and other little "upstart" type players who might enter the stage to make trouble on the way to civilizing your corner of space. You’ll have lots of interesting encounters out there.

There will be LAN and Internet connectivity. Hot Seat and play-by-email are still in the discussion stages, but I desperately hope we can accomplish the latter. We’re building multi-player in from the ground up in all of our design decisions, but we’re not sacrificing one thing that would enhance solitaire play.

next page

1 2 3 4 5

Back to Features

 


© 2000-2001 Quarter to Three Inc. All rights reserved.
Read our disclaimer.

 

 

Site Meter

Support Qt3

Buy stuff from Amazon
GoGamer's deals

EB Games


Message Boards
Got news or comments? Email Us


What's New

March 18, 2003

:60 review: C&C Generals


March 13, 2003

Flight Sim Follies, 03 2003
Brad Wardell on IGF 2003


March 10, 2003

:60 review: Kung Fu Chaos (Xbox)


March 6, 2003

:60 review: Freelancer
:60 review: Unreal 2


March 3, 2003

Geryk's MOO3 rebuttal
:60 review: Dark Cloud 2 (PS2)
:60 review: Shrouded Isles


February 21, 2003

60: review: Master of Orion 3


July 8, 2002

Early Hours: Warcraft III
:60 review: Gore
:60 review: Ico (PS2)
:60 review: Eternal Darkness (GC)


June 19, 2002

:60 review: Dungeon Siege
:60 review: Castle Wolfenstein
:60 review: Silent Hunter II
:60 review: Destroyer Command


June 18, 2002

Shoot Club: EB or not EB?
:60 review: Laser Squad Nemesis
:60 review: Morrowind
:60 review: Freedom Force


February 5, 2002

Shoot Club: Aliens vs. Sex


January 9, 2002

Feature: 2001: A new kind of year


January 8, 2002

:60 review: Rails across America
:60 review: IL-2: Strumovik
:60 review: Pikmin (Gamecube)
:60 review: World War III
:60 review: Throne of Darkness
:60 review: Yuri's Revenge


December 11, 2001

:60 review: Sega Tennis 2k2 (DC)
:60 review: Burnout (PS2)
:60 review: Grand Theft Auto 3 (PS2)
:60 review: Smuggler's Run 2 (PS2)
:60 review: Tony Hawk 3 (PS2)
:60 review: DOA3 (Xbox)
:60 review: Halo (Xbox)
:60 review: Project Gotham (Xbox)
:60 review: Galactic Battlegrounds
:60 review: Majestic
:60 review: Real War
:60 review: Red Faction
:60 review: Rogue Spear Black Thorn
:60 review: Shattered Galaxy
:60 review: Sub Command
:60 review: Vietnam: Squad Battles
:60 review: Weakest Link


October 2, 2001

Early Hours: Silent Hill 2


September 21, 2001

Early Hours: Empire Earth beta


September 18, 2001

Tim Chown on ECTS 2001
Shoot Club: After September 11, 2001


Old message boards
Chat

About Us