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60 Minute Review of…

Master of Orion 3

The diplomacy, another signature aspect of the original games, is contrived, limited, and erratic. Every now and then, out of the blue, someone will threaten you, insisting that you cease your actions. They don't give any indication of what these actions are, and since your involvements consists mainly of pressing the 'turn' button, there's not really a whole lot for you to cease. Sometimes a race will try to trade some useless techs to you, but you have no way of knowing they're useless without shuffling three screens over and digging through that vast messy tech matrix. There's little information about what various offers mean, and even less feedback about how your offers are received. You can't even sling cash around, perhaps because your coffers are so jealously guarded by your AI viceroys. There's a Senate that occasionally tries to pass clever little bills that tweak the rules, but since these affect all that stuff going on in the background, it's no skin off your nose whether they pass or not.

Games are suddenly won or lost, with almost no warning. Won, more often than lost. The AI doesn't provide much of a challenge unless it's somehow outstripped you so far that it can roll over you with a big fleet. Otherwise, it will dribble a few ships at a time into your superior numbers, demonstrating the tenacity and strategic prowess of a Yorkshire terrier. But you don't have to watch the computer players to see the failings of the AI. Check your ship reserves a few hundred turns into the game and you'll see a thousand troop transports that you didn't order and that you'll never use. Hey, thanks viceroys. These will come in handy if I ever invade Normady.

The AI seems incapable of balancing your raw production with your processing capacity, as you'll note by the egregious surplus of food, minerals, and reserach that build up later in the game. The AI doesn't respond to unrest effectively, letting planets spiral out of control rather than reining in dissent by building government and recreational facilities. In the final analysis, MOO3 simply doesn't have a smart enough AI to run itself like it insists on doing. By forcing you out of the decision-making process, MOO3 is more frustrating than streamlined.

In many ways, this is the anti-Sid Meier school of design, a throwback to the complex wargames where much of the calculations are running under the hood and it's your job to just shut up and move the pieces around, leaving all those numbers alone to do their own thing. There's no clear correlation between your actions and whatever outcome the game eventually spits out, so you're left with the feeling that you might as well just click the 'turn' button a few times and see what happens. Three hundred turns later, the game's over.

There's no denying Master of Orion 3 is a complex game. Complexity itself isn't a bad thing, but poorly organized complexity can be the kiss of death. What's worse is poorly organized complexity that serves as a substitute for gameplay. This is exactly what you get with Master of Orion 3, an indecipherable pile of dense self-absorbed data that completely fails to understand why we loved our first MOOs.

Publisher: Infogrames
Developer:
Quicksilver
Genre:
Bloated strategy
Requirements:
A willingness to be marginalized by bad AI

February 21, 2003

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