I am already thinking of some extra galactic event chains for the end game such as the the arrival of the Vong or the Borg.
I am already thinking of some extra galactic event chains for the end game such as the the arrival of the Vong or the Borg.
The article does a very good job explaining the unique features of Stellaris, which will set it apart from other 4X space games out there. In contrast to the official trailer and announcements, which not particularly emphasize this.
@Johan is Stellaris going to be as moddable as EU4 and CK2? I can't wait to see the Star Wars mod or a mod for any of the other amazing space based IPs (we all know we want one based on Wall E)
Spore failed because it tried to make 5 different games at once and all of them turned out to be okay, if disappointing.
This sounds really cool!
The article mentions that the game is already in late alpha. So, realistically, when can we expect a release?
Thanks, that does sound reasonable.The leaked Steam page said 26th February 2016. Which sounds reasonable.
February 16 not 26.Thanks, that does sound reasonable.![]()
EA is not some boogeyman that kills everything it touches. That's Konami. Spore's problem wasn't that it was too "casual." Its problem was that it tried to make a great space sim, a great global strategy game, a great people management game, a great combat sim, and a great arcade game. It failed at making any of them (except the arcade game) even decent. No one would have been able to make that a good game. There's a Sid Meier quote I throw around every now and then:Spore's problem was EA, take a look at some of the early gameplay videos that include an underwater section and some much deeper (hah!) concepts. Then the devs were told that they needed to aim for a more casual market (as someone said), and that they needed the game out in a shorter time than they expected. So its potential was wasted.
Don't even get me started on bloody Darkspore, either.
I do quite like the look of Stellaris though. I'm intrigued to see how some of the gameplay will end up, considering (as team members have said) they've not really got much to base things off of unlike the other Grand Strategy games.
There's a limited amount of work you can do on a game. Even if you have until the end of time to develop it, it eventually just gets bloated.Sid Meier said:The mistake I think I made in Covert Action is actually having two games in there kind of competing with each other. There was kind of an action game where you break into a building and do all sorts of picking up clues and things like that, and then there was the story which involved a plot where you had to figure out who the mastermind was and the different roles and what cities they were in, and it was a kind of an involved mystery-type plot.
I think, individually, those each could have been good games. Together, they fought with each other. You would have this mystery that you were trying to solve, then you would be facing this action sequence, and you'd do this cool action thing, and you'd get on the building, and you'd say, "What was the mystery I was trying to solve?" Covert Action integrated a story and action poorly, because the action was actually too intense. In Pirates!, you would do a sword fight or a ship battle, and a minute or two later, you were kind of back on your way. In Covert Action, you'd spend ten minutes or so of real time in a mission, and by the time you got out of [the mission], you had no idea of what was going on in the world.
So I call it the "Covert Action Rule". Don't try to do too many games in one package. And that's actually done me a lot of good. You can look at the games I've done since Civilization, and there's always opportunities to throw in more stuff. When two units get together in Civilization and have a battle, why don't we drop out to a war game and spend ten minutes or so in duking out this battle? Well, the Covert Action Rule. Focus on what the game is.
It's partially true, but one of the developers of Spore stated that what mainly killed Spore was lack of clear focus - team effectively split itself into parts, with each part working on and fighting for their specific feature with other teams. They were basically making pieces of a game that ultimately didn't fit too good together. This could've been avoided by making sure all pieces fall in their place.EA is not some boogeyman that kills everything it touches. That's Konami. Spore's problem wasn't that it was too "casual." Its problem was that it tried to make a great space sim, a great global strategy game, a great people management game, a great combat sim, and a great arcade game. It failed at making any of them (except the arcade game) even decent. No one would have been able to make that a good game. There's a Sid Meier quote I throw around every now and then:
But they weren't bad because they didn't mesh well together. They were bad because they were bad. Even if they had meshed fantastically, the gameplay would have been boring and uninspiring.It's partially true, but one of the developers of Spore stated that what mainly killed Spore was lack of clear focus - team effectively split itself into parts, with each part working on and fighting for their specific feature with other teams. They were basically making pieces of a game that ultimately didn't fit too good together. This could've been avoided by making sure all pieces fall in their place.