Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Marketing determines sequels..
Published on October 10, 2006 By Draginol In GalCiv Journals

When the November beta of Galactic Civilizations II: Dark Avatar hits it'll be pretty apparent that it would have not been a problem to maintain the original November release date of the expansion pack had we kept the original feature set.

So the question is, why add more features?

The simplest answer is that Stardock is privately owned. There really isn't a good business justification. Believe me, we've tried to come up with a plausible marketing or publishing reason to add more features to the expansion pack but it always comes back to the same answer -- because we wanted to.

There were just a couple of things that we just didn't want to have to wait for some future sequel for.  The number of new little touches that aren't even being mentioned in the bullet points will become pretty apprarent (like re-texturing starbases and components and such to look nicer). And we just wanted to have these things in there so that when we are working on other games (there will be two more Stardock developed games before we even contemplate a GalCiv sequel) we weren't feeling regretful for not getting to them sooner.

The Mega events and the unique features I think are two key ones that are pretty time consuming to get right (and balance and write AI for).  I hang out on a lot of forums. I don't usually post but I read them.  While most people like GalCiv II, there were a couple of complaints that came up time and time again:

  1. After awhile, the game felt repetitive.
  2. The alien races were generic to play as. Why play as the Drengin vs. the Arceans?
  3. The technology tree was unwieldly and uninspired.

My view is, if some people felt that way after 8 months, imagine what it would be like after 3 years. I want to have a game that people would still be enjoying years from now.  BTW -- another argument for no CD copy protection -- you can keep the game on the hard drive for years without keeping track of some CD/DVD and occasionally fire it up years later.

A word on what we mean by a stream-lined technology tree...What we don't lke about our technology tree is this:

Laser I..Laser II...Laser III...Laser IV...Yawn.

It's just totally uninspired.  So what we're going to do is reimagine how the technology tree is displayed. There will be MORE technologies total. We're not nerfing the tech tree.  We are just looking for better and more innovative ways to present it. 

The idea we're playing with (that won't be in the beta) is the concept of Milestones.

So when researching weapons you would see Lasers. And instead of there being Laser I, Laser II, etc. It would just be Lasers and you would hit multiple milestones. Each milestone would give you the same kind sof benefits as you got from say Laser III (new components).  But on the research screen, what you would see is the Laser tech slowly filling up. 

Incidentally, we are also going to release a Galactic Civilizations II v1.4 shortly. Main changes will be an AI crash bug fix and some changes to morale and economics (we're going to make the morale buildings more powerful but the techs to get them MUCH more expensive).

Anyway, the goal of Dark Avatar is really to put together an expansion pack that we think addresses the key game elements that we think can realistically be added in an expansion pack (I'd put in OPTIONAL tactical battle features but that would be immensely expensive to do). 

When people start getting the beta in a few weeks, I think what they'll be most surprised with is just how much better and cleaner the game looks. Lots of little touches that aren't even mentioned.  If you've seen one of our game update change logs, you can probably imagine what something we charge money for has in it.


Comments (Page 2)
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on Oct 11, 2006
STARDOCK TOTALLY AND COMEPLETLY ROXXORS!!!!!!!!!!

Well now that that is out of the way, i love the tech tree idea. i have always thought it was a bit wierd to have laser 1-4 and labeling them as such, but I never said anything because I could think of a polite way to put it. I am so overjoyed that you have the ability to criticaly examine your own game. And as far as doing what you want to do, go for it.

Im gonna use this time to tell you how incredibly excited I am about Society. Also the other game you alluded to interests me, I wish i had more info on it.
on Oct 11, 2006
And, PLEASE...
Give at least a week's warning for the first beta. I want to be able to pre-order to get it, and so does my nephew. We don't want to have to wait till the next major revision, if that is how you will work things. Hopefully the Paypal debit/credit card will work for that.



The way it worked with the GC2 betas was that everyone who pre-ordered before a new build release got access to beta builds from tht point on. So if you ordered after 0.1 was released you had to wait for 0.2 to come out to get access.

As the DA beta is coming out in november I guess you have between 2-5 weeks to get your order in. I assume we will see a few rounds of beta for DA as there was for GC2 as they get more features finished and ready for us to try and break/exploit/rave over.
on Oct 11, 2006
Frogboy is there any possibility of getting the 'GNN News' to reappear if we click a button etc. As mentioned some time previously and backed by a large no. of people it would be handy to have this feature.

Thanks.

BTW you guys rock!!! Still waiting for my new PC to finish being built for me. But then its Gigantic all the way baby Plus with the new features i figure i might need the extra computing power of a dual-core
on Oct 11, 2006
THIS is why I preordered.

I once payed asking price a second time to buy a "new" version of a game I already owned, on the promise that the new version would be continually supported, expanded, and improved. This has not come to pass.

StarDock did more between 1.2 and 1.3 than that company did for their "new" version. So I took the risk, even having been burned badly, because I wanted to believe you really were different. It is nice to see that my investment will bear fruit. Thanks for doing things RIGHT, rather than right now!

Jon
on Oct 11, 2006
I love the concept for the Streamlined Tech Tree - it sounds innovative and much more FUN! Not just compared to GC2, but to all civ-style games...one tech tree seems just like the others after a while; the concept has gotten stale over the years, IMHO. Thanks for having the huevos to try something new....Milestones sound great!
on Oct 11, 2006
why add more features?...because we wanted to.

Only a CEO of a game developer/publisher company who is also a gamer would make this statement! If only Stardock was the norm!

we are also going to release a Galactic Civilizations II v1.4 shortly

Good to here 1.31 is not the last free update; do you have a target release date?
on Oct 11, 2006
I know it isn't going to happen, but the thing I think I would most like to see in the expansion would be Terror Stars as people are calling them, or at the very least reworking starship and component sizes to allow more stuff on bigger ships. That is the one thing that never felt right to me about Gal Civ 2 is that on the small end of the spectrum, you have fighters, one man craft, and on the other you have titanic dreadnaughts, many kilometers long. Why is it that these huge, behemoth, battleships are only able to hold a few times the weapons of the fighters? Not counting miniaturization, a fighter has 1/6 the space of these stellar monstrosities.

It always bothered me that huge hulls didn't feel huge compared to tiny hulls. It would be nice, as I came into this with, if there was another class of hull that genuinely felt massive, that I could put dozens of guns on, and charge into battle with against an enemy which was doing likewise. I would appreciatte any feedback on what you think about what I said and if you have any plans to make fighters in game feel more like fighters and the dreadnaughts feel more like dreadnaughts, aside from telling me to mod GC2types.xml that is.
on Oct 11, 2006
I'd like to see massive hulls too but they probably won't make it into DA.  Maybe something beyond that.
on Oct 12, 2006
One part of the game i would like 'tweaked' is a players ability to see what the AI ships have 'bolted' to them. If you click on an AI's starbase you require a high level of espionage to see what it contains, yet you can see all the components of one of their ships from the start. This would further enhance the spying role etc

Plus it would boost multi-weapon ships as you would not know what the ai was using. This i believe would add a whole new aspect of fun to the game!!
on Oct 12, 2006
One part of the game i would like 'tweaked' is a players ability to see what the AI ships have 'bolted' to them. If you click on an AI's starbase you require a high level of espionage to see what it contains, yet you can see all the components of one of their ships from the start. This would further enhance the spying role etc

Plus it would boost multi-weapon ships as you would not know what the ai was using. This i believe would add a whole new aspect of fun to the game!!


This is nin all ready. At a low spy level, you can see what the ship is made of. However, you must be at the highest level to see what's in their starbases.
on Oct 12, 2006
Exactly, i don't think you understood the statement! I would like to see ships follow the same rules as starbases. IE you have to get to a certain stage in espionage before you can see what the AI's have in their ships. That would make for a more realistic game play and be more hit-and-miss on attacking the AI's. You would get scenarios where a player may have missiles and point defence and then find during combat that the AI had Guns and point defence. That would make for a few scary battles whilst you tried to catch up in techs.
on Oct 12, 2006
One part of the game i would like 'tweaked' is a players ability to see what the AI ships have 'bolted' to them. If you click on an AI's starbase you require a high level of espionage to see what it contains, yet you can see all the components of one of their ships from the start. This would further enhance the spying role etc

Plus it would boost multi-weapon ships as you would not know what the ai was using. This i believe would add a whole new aspect of fun to the game!!



Great Idea!!!!!!!
on Oct 12, 2006
One part of the game i would like 'tweaked' is a players ability to see what the AI ships have 'bolted' to them. If you click on an AI's starbase you require a high level of espionage to see what it contains, yet you can see all the components of one of their ships from the start. This would further enhance the spying role etc

Plus it would boost multi-weapon ships as you would not know what the ai was using. This i believe would add a whole new aspect of fun to the game!!


to add to the idea, how about making the "uncovered blueprint data" incremental together with espionage stages, e.g:

no espionage: only can see ships location, level and hp
low: can see ship's destination heading, sensor strength, speed
med: can see 2 out of 6 ship's attack & defense stats (randomly determined for each model)
high: 4 out of 6 att/def stats
advanced: complete blueprint

this idea is however gonna be trivially defeated by simply zooming in to the ships and visually checking out the equipments...    so if we wanna bring the blueprint espionage aspect in, gotta figure a way out of this rut.
on Oct 13, 2006
gotta figure a way out of this rut.


Dont zoom??
on Oct 13, 2006


Great Idea!!!!!!!


I have previously sent this to the ideas email. However seen as you dont get a received response from the server i am not sure that it was ever read by a member of Stardocks GCII dev team....
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