Released in 1996 by Microprose, Master of Orion 2 Battle at Antares is undoubtably considered the reference for 4x space strategy games. But what made this game so popular that after 13 years of game design innovation, better computer resources and way better available graphics no space strategy game seems to be able to surpass MOO2 success?I invite you to read my post about MOO2 success at SpaceSector.comPost your comments here or in the blog itself if you prefer.CheersAdam Solo
It's MP focused, so you 'jump into' being able to fight right from the get go, whereas in MOO you could get away with a 'slow military' strategy. ./shrug
Now, I just wish I could convince MOOII to run on my current computer... it won't
MOO2 was (and still is) one of my favorite games of all time. I still play it occasionally. I generally went for a "custom" race, but favored Klackon due to the obscene production levels.
Gal Civ 2 is also WAY up there, although IMO the game is fairly easy until you give the computer retarded levels of production bonus. In that game I generally prefer either Drengin (WAAAAAAAAAAAAARRRR!) or Dominion of Korx (Starbases ftw). Come to think of it, the defensive playstyle of Korx while pursuing cultural conquest and using trade to keep relations positive is about the most fun I've had in a 4x game.
Sins seems like alot of fun so far, but its definently more of an RTS than anything else. Still super fun though.
My name is Ozymandias, Master of Masters.
Look on my highscore, ye Mighty, and despair!
I think the reason it quite hasn't been recaptured yet is because no one has faithfully reinvented every aspect of it correctly. What people truly want in a new Grand 4X Space Strategy is something with the complexity of Gal Civ 2 or Moo2, but have the battles from something like Sins of a Solar Empire. Gal Civ 2 came close to Moo in my mind but the battles just weren't quite there. Everything else was dead on though and I loved the ship customization. The level of customization is what drew me to Stardock games in the first place.
Moo and Moo2 also have a special place in all our hearts because for many of us these were the first games of their kind that we played. My first PC games were floppy copies of Wolfenstein (the Original),Moo, X-Com and X-Com TFTD, Doom. Old school style. I even played a God Awful copy of the War of the Lance in what seemed like Atari graphics and thought it was the top of the line back then..lol. You know...now that I think about it, aside from the graphics that game was Awesome...See, oldschool. These games are as attached to us as our family. They're bred into us.
Modern games can't compete with that feeling anymore and they never will until 20 years from now. 20 years from now we'll be on game forums in Virtual Reality land and we'll say we played the Original "Elemental" and peoples eyes will bug out and they'll bow at our feet and start praying. Just watch and see if I'm not right..LoL.
Ya first floppy copy's I bought was X-com and TFTD I had the CD and still have the CD for moo2, your right, the battles were not truly captured in any of successors, Galactic Civilization was cool, because it had a lot of similarity, and it improved most things quite well, I miss the planet view thing the way moo did it, but the battles are far more important, the way I feel, if I wanted to I could play a RTS for that kinda of battle, I like the turn based type battle of moo, that way you get to see your fleet, up close and personal admiring your super cool design's, and hearing all the cool sound effects and seeing each action of your ships as it happen's it just gives you more control and a feeling of interactivity with you resources rather then just observing, the newer battle systems even though you have options to control ships just feels more like you have a bunch of crap on the screen and you press play and see what happens., to me anyway
Same thing with civilization, I kept waiting through each release of civilization, from part 1 for them to introduce some kind of tactical battle system, and improvements in the battle system, but years later, all every release has really been is better graphics, and an enemy unit from the 5th century can still take a stealth bomber if hes veteran.
That's why I stopped playing those after part 3. When a new one comes out these days I don't even blink unless I something about tactical battles. Which I haven't. IMO the only thing the Civ series has ever had going for it is it's Diplomacy AI.
And the fact that no where else in the world is a spear an effective weapon against a tank.
I liked the tactical control of battles in MOO2. I miss that in GalCiv2. I really do.
Even in SEIV, one could take tactical control. If one wanted auto-resolution, one could do that. Also, there was a wonderful option to let the battles play out as you watch, but to specify ahead of time important tactics, including targeting priorities, ranging, and formations. Those sorts of features made the SEIV battles something to really look forward to, instead of a simple accounting exercise.
I know when MOO 2 was released because I played it in the delivery room on the laptop waiting for my first child to be born.
hey...i heard that one before
My fav is MOO which is still play. MOO2 was fun (especially the space battles) but i haven't played for a while.
MoO runs well on DosBox on linux, windows and OS X.
Strange my Moo 2 version was brought off the amazon and it work prefectly on XP. *Dunno about vista/7 what not*
One of my precious memory is when I play moo 3 *yes I enjoy moo 3 as i got it first but I still like both moo and moo and I was trapped behind a Powerful Orion Guardian and had to slow boat to the nearest blackhole,this was before 1.25 patch allowing you to fly straight instead of slowboat somewhere else first, and slowboat to one of the star past the orion guardian only to run into another guardian! Needless to say that was one of the most fun time I ever had as I could tech up as much as I wanted and all 17 planets spread over 5 system were prefect paradise and maxxed out on population. Even the "venus" like planet that start out as a mining colony become the de facto shipyard of my whole empire and to top it off it was measely 2 size planet!
When I finally "broke out" with a super powerful swiss-knife style scout aptly named 'Orion Buster'. I was planning to only colonize 3 extra solar system and got into contact with the 4 remain empires. I made an intel alliance with one of them and over only one turn of showing my "trilarians' teeth" they all went berzerker with casuali beli and what not down in minus 180. Needless to say I decide to put the only two orion buster I had on hand against one of their planet. The result were so fast that it shocked me even to this day. I went into battle and sent only one waves of fighters/missiles that they one shot everything and fighter/missile remain cloaked the whole time. I order only 25 percent weapon to bomb the planet and guess how much left over? Only 10 percent of the ground military out of civilian population/buildings/military were left alive. Rather overkill eh?
*I was default Trilarians, one of the aquatic species, and as you can image venus like planet were not a very ideal place to live mwhahah*
Hi!
For me the MoO-1 is still better. It doesn't require so much hassle with planets, and (because of the random tech availability) there's no optimal tech path to victory. To emulate that in MoO-2, in the last couple of years I usually played races with "uncreative" trait. Just that makes MoO-2 game significantly more replayable. Tanks Steve Barcia I can still extort unavailable techs from other races.
BR, Iztok
I just wish I could run Master of Orion II these days... alas, Windows Vista broke it bad, and windows 7 finished the process. I can't play, at all, these days
I'm going to have to purchase a new CD that has the DOS version if I want to play, ./sigh.
MoO1 and 2 were two of the very very few space 4x games where you could actually finish a match in a reasonable time by winning or loosing. While Galciv2 and SotS matches tend to drag on for forever. Something that just kills the fun and stops me form starting another one after i technically won/got a stalement in the first.
MoO games also gave you alot of tactical option while designing your ships.
Something which is especially lacking in GalCiv2. Ok it got some cool ship designer for the looks but gameplay wise it was just about adding the right attack/defense ratio with your best tech onto the hull.
While SotS got it better i always end up with some alrounder design which i just keep on updating till the tech tree is exhausted. Mostly because special designs like cloakers or drone carriers got some real hard counters.
In MoO1 you
1. could not just upgrade to a better tech cause it there are no simple upgrades to existing weapons and better tech always needed more space
2. may have to change your designs because your enemies ships where too small/shielded or simply killing your ships too easily.
MoO2 failed to recreate the though.
Now the only weak points of MoO1/2 are the luckbased starting positions having alot of impact on the game, the extensice micromanagement in MoO2 and the AI which was kinda weak but playing unfair.
In MoO1 it was allying with each other far too often and got some bugged 32k ships fleet on harder difficulties.
In MoO2 it always seemed to have some kind of strategic range bonus and always knew where you ships where flying, always hitting the planet which was not defended well enough. The only defense was offense.
Which were honestly the only things stopping you from winning too easy (after you put tactical battles on in MoO2)
But the better AI of modern game(partially due to more computational power of modern pcs) does not help them to overcome their poor core mechanics.
Now if you want to know why Galciv2 is not better than MoO1/2 then you have to look into
-the economic system aka the reason for "all-x" strategies
-the spy system + larger maps+mass spy event+not spamming counter intel buildings=NOT FUN
-the, as far as i know of, still broken twilight AI, with certain races
-occasional tendencies of the AI to play unfair: when trading techs or finding colonies(i heard that was fixed)/resources/anomalies, note that you can reproduce that by sending your , for example, flagship to auto survey. it will directly fly to the nearest anomaly in range no matter if you can see it. if it is flying to a point you can be 100% sure that there is an anomaly there.(which may be found by an AI first though) And if there is none it will just sit somewhere.
Just think about that: why should it sometimes fly to some unexplored tile and sometimes just sit there tellling you that there is no anomaly in range?
And this auto find algorithm seems to be used by the AI for other things too.
-the "cool" is better than "balanced" game design strategy which led to alot of the weak points in galciv2. ok this is a singleplayer only game where balancing does not seem to be that important, but in order to provide entertaining and varying strategic challanges, the skill of the player should be THE factor which leads to win or loss and not some random balancing of the techs he used.
my 2 cents
MOOII was... is still one of my most favorite strategy games to date. I don't understand why nobody can successfully re-invent it. Don't get me wrong, I love the Gal Civ 2 series, especially with all the expansions, but it's still missing some of the inginueity, charm, uniqueness, and technologies that MOOII had.
I cannot help wonder why no one can make a good sequel to MOOII. It may be due to some of the "best practices" in programming or the talent of programmers, something has to be preventing it from happening. Perhaps they just get too over-ambitious and forget what it is they were doing.
If I got to design MOOIV I'd start by re-making the origional MOOII with some updated graphics, bug fixes, and changes to annoying issues. Other then that, I wouldn't change too much because MOOII had it right. If it ain't broke, don't try and fix it! However, I would like add a number of small to major changes while trying to keep them in line with gameplay:
Perfect! I can dream, can't I?
Well the lack of a true successor to Moo 2 is in my opinion a similar reason for the lack fo a true successor to MoM. In fact if anything MoO 2 is the successor to MoM. Both games have tons of "cool stuff" to find and explore and lots of options when designing your side which really capture the imagination. Both games also completely abandoned any concept of AI or balance in their quest to achieve so much cool stuff. So they work more as sandbox Sim empire games then as strategy games. These days when people create games (except perhaps in the case of elemental) they tend to plan ahead and think about how all the elements will work together, how the AI will deal with things, etc. Thus you tend to get games with better strategic game play but less cool stuff.
I guess a key difference between MoM and MoO of course was that you could play MoO multiplayer and it was actually kind of fun. Although even heavily houseruled, the multiplayer in MoO really made the balance problems shine as anyone who built a ship using any weapon other then missiles quickly found out.
The way I see it, and as some have mentioned, it's the overly simplistic, non-tactical battles used in GalCiv and now Elemental. It's boring as all get up. To me, GalCiv II is really a Sim 3 style game. Make stuff all perty but that's about it. In my recent games of MOOII, I found the combat much more fullfilling and ship design more interesting. It isn't just a Lego set. Just look at weapons development. Research the base weapon, and as you go hire in the tech tree, the weapons start getting mods like autofire, AP, continuous, heavy mount, etc. This is one of the facets I really get disappointed by SD games, boring, limited, braindead combat. It feels like their games were made for card games like Uno or that War. It is a primary reason I lose interest in the game so quickly. I haven't even played Elemental since 1.06 patch because I could care less. It just isn't interesting and I bought the collectors edition! I just have to give myself a face palm.
While I certainly won't say that Gal Civ 2 was much of anything like the Sims 3, I will say that Galactic Civilization's combat did suck. First, you had no control over it, combat was entirely simulated. Second, they made it 3D and, IMO, they made it 3D for the sake of it being in 3D. Third, it was "balanced" around attack (lasers, mass, and missles) and defense (armor, shields, chaff). None of these weapons were what I would call unique.
I'd preferred a 2D MOOII tile and turn based tactical combat rather then a uncreative 3D combat simulation. Ship design in MOOII was more fun despite not being able to design the look (other then a few shapes) of your ship. The weapon variety and mods were one of the major things that made MOOII combat unique and enjoyable.
Regarding my statement about "bad best practices" I'd have to say that designing a game around "perfect" balance and multiplayer fairness is one of the things hurting creativity and uniqueness. I agree that trying to implement the "best" AI possible for the game is also limiting player freedom and options. Frankly, I'd rather have more "fun" stuff then an AI who knows exactly how to use each thing in the game because, in allowing the AI to do that your essentially dumbing down the game.
I grew up on MOO2. No other game has taken so much time of my life as MOO2. I doubt there will be another game in the future as well.
I definitely agree. The overall strategy and complexity combined with being able to fight it out with your own ship designs had a level of appeal that just hasn't been matched. Arguably never will be matched; most modern game developers seem to think graphics should get top priority, when good graphics are really nothing more than a cherry-on-top. Putting a cherry on a turd doesn't make it any less crap.
That's too funny. I remember my first hard drive was a whopping 10Mb! Anytime I got a new game I had to painfully delete stuff off the hard drive. And then spend hours trying to configure the memory to actually get the thing to work. Anyone remember EMM386, god what a royal pain. You also had to be a whiz at DOS to get anything to work especially well. I should have popped the extra couple of hundred bucks for the 20Mb hard drive back then. I never picked up MOO2 because I never really had the hard drive space. Maybe its finally time?
@adamsolo Imperium Galactica II get's the closest and maybe it surpasses a bit when we have to do with tactical battles where micromanagement has it's benefits but when we have a huge number of ships you simply have to turn control to AI.
Talk about waking up an old thread here Still MOO II gives me goosebumps....
Holy thread necro!
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