Posted June 12, 2015
Excerpt from that link:
"One of the reasons Keeling is confident that he and NGD will get this right is because they're not treating the original games' design as holy writ. He uses ship design and tactical battles as an example."
"I think that was a mistake made by some of these [later 4X] games," he said. "They thought that was a key feature that was going to bring a lot of people in. [But] you can only focus on so many things. If you focus on everything, it becomes too complex. It's unmanageable. Unwieldy. If you do a deep-dive on only a few things, they have to relate directly to what the player is doing. So while there are a lot of players that played tactical battles, there's not that many. It's about 10% of the players. So if you deep dive on that, you're wasting a lot of resources [that could have gone] to something that's really more important to the gameplay."
Sorry dude, more like 90%. Trashing tactical battles and ship design = FAIL
"One of the reasons Keeling is confident that he and NGD will get this right is because they're not treating the original games' design as holy writ. He uses ship design and tactical battles as an example."
"I think that was a mistake made by some of these [later 4X] games," he said. "They thought that was a key feature that was going to bring a lot of people in. [But] you can only focus on so many things. If you focus on everything, it becomes too complex. It's unmanageable. Unwieldy. If you do a deep-dive on only a few things, they have to relate directly to what the player is doing. So while there are a lot of players that played tactical battles, there's not that many. It's about 10% of the players. So if you deep dive on that, you're wasting a lot of resources [that could have gone] to something that's really more important to the gameplay."
Sorry dude, more like 90%. Trashing tactical battles and ship design = FAIL