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Featured Games
"Wild Stuff"
Well, obviously this isn't stuff you put on the back of the box, but we're trying to do everything you could possibly want to tweak in easy-to-edit file formats (text and Excel spreadsheets and the like) so any "first level hacker" can open them up and fiddle the numbers. Our goal is to have it be so easy for you guys that making an "editor" would be unnecessary. Again, we can't make a hard promise on that, but that's sure the road we're on and it remains our clear intention to establish every data-type format as something you guys will have no problem futzing with after publication. We love (heck, we ARE) MOO fans and want to make things easy on you guys.
The "plot" is in the historical background (and, to an important degree, in the victory conditions; you must fulfill one of the overarching goals win the game of course). Random events and fluid multi-player is everything that happens in-between. You know, you really CAN have everything in this instance -- plot and random/fluid; they're not mutually exclusive.
We plan on making the whole turn Time Limit thing extremely user-definable. You should be able to, in effect, "turn it off" in single and multiplayer games. However, like everything else, there is more to the turn timer than you think, and there are compelling play balance and game play reasons to leave it in place.
Who said you couldn't do that in MOO3?
That should happen regardless. We're making the game way deeper than MOO2. But we're also making the look and interface much easier to use and more accessible to the "mainstream." Again, you guys, stop thinking that everything is mutually exclusive. A clever design and the time and talent to implement it can satisfy both ends of the player spectrum. | ||||||||||||
Concept art, screen shots, game graphics, information and other assets are provided courtesy of the games' respective developers. No company has reviewed or approved any content on this site except where noted.
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