posted 03-15-99 08:27 PM ET
If you've seen the Pokomon (sp?) ads on TV (the gross ones where the driver crushes the bus to trap the cute passengers) you may have noticed that the product's graphics are on a par with the original Donkey Kong!While I wouldn't suggest that strategy games become quite so primitive, it does indicate that the sales execs of large volume products think that the market doesn't require slow and expensive gimmicks such as 3D units.
That observation may be a blow to the graphic artists and art lovers, but let's face it, what part do their more advanced creations, such as the beautiful scenic postcards at the Firaxis site, play in the game?
(Btw, are they even on the CD?)
When I saw pictures like the ``Hovertank on the Open Road'', I thought that was a snapshot from the game. Perhaps that's what the sales crews wanted me to think? In fact, there's no such scene, nor anything comparable, anywhere in the game.
Someone will point to the movies; they're ok to look at, especially the first few times, but there's more information (`the first principle of warfare', remember?) from the text of the Datalinks.
I'd rather that Firaxis had spent the expense and person-hours on providing more sorting options for the city and unit lists. (Surely with your talents you can do better in that regard?)
So I'm thinking that all this fine art is an expense that (1) gives a false impression of the game (as is sadly the case with most games, including the aforementioned Pokomon), (b) is irrelevant to gameplay, and (c) impedes progress in the essentials of strategy and design.
There are a few honorable exceptions to the industry's low standards of truth in visual product representation, most outstandingly among those in my possession being the adventure game Twinsen's Odyssey which looks and plays even better than the lush advertisements on its box cover. T.O. is heavily 3D throughout, but it plays very fast with many units in combat simultaneously on the same screen on old (P-100) hardware!
T.O. uses polygons with Gouraud shading. So one might expect sprites, or whatever SMAC uses, to be significantly faster.
Perhaps SMAC is computation bound? But in that case it does seem odd that it chooses a path so quickly, yet takes so long to send a single unit to its destination. This is with all the `fast' options on.
Isn't there supposed to be an option to send a unit directly from A to B, without showing all the steps along the way? If there is, then it's not working in version 2.0, because I've tried every relevantly labeled item in the Preferences menus.
Since this is the most tedious part of one's turn, and since units move much faster when they're offscreen, a speedup really should be available.
Always remember that we're on these forums saying this because we love the game.
Consider it `tough love' if you will.
When a game grips us as this does, we soon want to smooth its rough edges, tidy its loose threads, expand its customisability, streamline its engine and its rules. Because of its outstanding merits, the salient defects and oversights are the more jarring, like an intelligent beauty wearing butterfly spectacles.