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Interview with Quicksilver Q4 2001

1. How big is the probability that there will be other feature cuts apart from those already anounced?

[Alan Emrich] Probably not a lot more "cuts," but some other features might arrive in a "scaled back" version. Fine tuning takes time, and there's always time pressure, so some features might have to be simplified or abstracted to make them easier to test and balance.

2. Could you give us a little status update on the progress of the game so far?

[Cory Nelson] It's coming along nicely, though we're a little behind schedule at the moment. We still need a few things integrated from the Design and Art Departments (a handful of UI screens). Huge chunks of code with the various engines are being dropped in all the time and the game is getting closer to serious testing all the time.

3. When will we see the first screenshots of the space combat-engine?

[Alan Emrich] Screenshots have to "go through a process" before they can be released. They are closely guarded both by our art department and the Infogrames marketing department. I really have no idea about future screenshot releases because I'm completely out of that loop. Sorry. I'm sure they'll be some eventually, but I simply couldn't say when.

4. In which areas of the game´s development has fan input been of most use to you, can you give examples of what made it into the game?

[Alan Emrich] Well, the fans have provided the bulk of the game's Events so far. Also, they've given names to the strategic elements, leaders, and several technologies that we've discussed on the message boards. We've sanctioned several fans to review the design doc and contribute their suggestions and they have on just about every aspect of the game. When it makes sense with the game's design philosophy, we plug them right in.

5. Do you think you will meet the planned release date 1.Q. 2002?

[Alan Emrich] We may slip and miss that date. Software has been known to do that. It's hard to account for all the last minute things until you're at the last minute. And MOO3 has lots of new things in it to review and playtest at the end.

6. It is said that it is possible that you can take over a game from a PC-player and vice verca. Now the question - Can you configure your "replacement-AI", order how your people should be treated?

[Alan Emrich] Yes, you should be able to take over an AI player's spot (I'm not certain that feature's actually "in" yet). No, you cannot give the replacement AI that takes over your spot any standing orders.

7. Art-Department: Is there any chance to get/see some of the Eoladi or Tachidi? Or do they go under the same news sanction as the harvesters?

[Alan Emrich; sorry, Rantz is on vacation] They're not as Top Secret as the Harvesters, I know that. It's probably just a coincidence that those pictures haven't been seen yet.

8. Is there a part or a feature of the game, that does not seem to fit in the rest like you wanted it to?

[Alan Emrich] In retrospect, I would have liked to done more to make the ground combat system more like the space combat system, but other than that, so far so good.

9. Which part of the game are you most proud of?

[Alan Emrich] Actually, I see the big picture, so I'm most proud of the total package. There's so many new things we're trying with Master of Orion III that I always need to keep "the sum of the parts" in mind when I judge it.

10. Some people have doubts concerning the game because Steve Barcia, the creator of the two original MoOs, is no longer involved in the development process. What do you answer them?

[Alan Emrich] Steve's off making Nintendo games. Both [codesigner] Tom Hughes and I know Steve and have picked his brain thoroughly over the years while he made Master of Orion, Master of Magic, and I was there consulting a bit with him on Master of Orion II. If there are people around who have knowledge of the way Steve designs things (which I believe our strategy guides for MOO and MOM demonstrate) and revere his past works, it is Tom and I.

That said, the mandate for MOO3 was to push the genre as far as we could. MOO3 will not be an incremental upgrade to MOO2. We've done a complete overhaul and, hopefully, Steve will be proud of the franchise he started when he sees MOO3.


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