Hypothetical Question (Next-Generation MOO2)
Posted: Sat Jun 23, 2007 6:28 pm
[Long time lurker, first time poster.]
Just wanted to throw out a question and get some input. Let's suppose that someone was going to develop a MOO2 sequel that was going to stay true to the gameplay of MOO2 rather than going the route that MOO3 did. There are a handful of small and medium sized improvements already posted on these forums (and the older forums) that I'm sure would be welcome in such a sequel, such as customizing the equipment on star bases/battlestations/star fortresses.
I would imagine such a sequel to essentially have four modes:
1) Strict MOO2. This merely replaces MOO2.
2) MOO2 with a relatively open framework for plugin development, something akin to the Space Empires series. Plug-ins should not have to involve breaking out a hex editor.
3) "MOO2 Improved" (MOO2 + small / medium improvements (i.e., customized star bases)). This could possibly be done via the plugin framework proposed in #2, assuming it's powerful enough
4) The next generation of MOO2. This is what I want to talk about below.
I think most people here would agree that MOO3 went off in the wrong direction while attempting to make the "next generation" MOO2 game. The question I pose is: in what way can the next generation MOO2 game still keep the soul of the original game while adding some further complexities or game dynamics that influence the fundamental way the game works?
Or, to look at it another way, consider Starcraft 2. Starcraft 1 was extremely popular. What is Blizzard doing to prevent Starcraft 2 from going down the same road as MOO3? What would a game designer of a next generation MOO2 game add, remove, and change from MOO2? Does anyone have any ideas on what new spin on the MOO2 gameplay the "next generation" MOO2 would have?
Just wanted to throw out a question and get some input. Let's suppose that someone was going to develop a MOO2 sequel that was going to stay true to the gameplay of MOO2 rather than going the route that MOO3 did. There are a handful of small and medium sized improvements already posted on these forums (and the older forums) that I'm sure would be welcome in such a sequel, such as customizing the equipment on star bases/battlestations/star fortresses.
I would imagine such a sequel to essentially have four modes:
1) Strict MOO2. This merely replaces MOO2.
2) MOO2 with a relatively open framework for plugin development, something akin to the Space Empires series. Plug-ins should not have to involve breaking out a hex editor.
3) "MOO2 Improved" (MOO2 + small / medium improvements (i.e., customized star bases)). This could possibly be done via the plugin framework proposed in #2, assuming it's powerful enough
4) The next generation of MOO2. This is what I want to talk about below.
I think most people here would agree that MOO3 went off in the wrong direction while attempting to make the "next generation" MOO2 game. The question I pose is: in what way can the next generation MOO2 game still keep the soul of the original game while adding some further complexities or game dynamics that influence the fundamental way the game works?
Or, to look at it another way, consider Starcraft 2. Starcraft 1 was extremely popular. What is Blizzard doing to prevent Starcraft 2 from going down the same road as MOO3? What would a game designer of a next generation MOO2 game add, remove, and change from MOO2? Does anyone have any ideas on what new spin on the MOO2 gameplay the "next generation" MOO2 would have?