OK, Couple things that I would like to see (and my ref. RhombusStudios: so that is why we are tying to get info on what some die hard fans are looking for the futures 4X games to have. So the choice is whether you make a mediocre game for everyone that sells, or you make a good game not for everyone that doesn't sell.:) Until you will think "how should we make our game for selling it and pleasing "crowdfunding community"", your game will always stay just "another game to forget in one year". And by the way, do you know what was the one of the biggest reasons why MoO2 and other titans of the past were so good? There was no "community" back then, and developers didn't adjust their ideas to mass tastes. Galactic Civilizations 2 (though highly praised "race-specific" AIs are completely bugged and don't function as intended, the race-specific techtrees is the wonderful idea!) Sword of the Stars (absolutely amazing race lore, even the different space movement mode for eacn race) Space Empires 4 and 5 (ship design, strong (really strong) diplomacy options) Master of Orion 3 (yes, it DID more things far better than its predecessor)Īrmada 2526 (especially give attention to exploration phase and alien races design) But what about having a wider look at the others "classic" (more or less) titles? ![]() ![]() It's a common thing to take MoO2 as a paragon for 4X space TBS. IMO you, Rhombus guys, took a narrow road at "repeating MoO".
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