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Features

Postmortem: Stardock's
Galactic Civilizations
What
Went Wrong
1.
Stardock Central. If you asked anyone who bought Galactic
Civilizations during the first week to name the top thing didn't
like about it, it probably would have been updating the game via
Stardock Central. In our original plan, Galactic Civilizations
was to ship in February, followed a month later by our "BonusPak"
-- a giant, single file containing new features and fixes for any
significant bugs that managed to get by us. A month after that,
in late April, we had planned release Stardock Central as a way
for us to provide updates to players.
But
when we agreed to delay the game until the end of March, that made
its release temptingly close to the Stardock Central release. We
began contemplating a simultaneous release of Galactic Civilizations
and Stardock Central, which would just require moving up the Stardock
Central release date by a month. We were tempted by the thought
of launching with impressive software updating technology that also
included chat and discussion forums. Unfortunately, when the game
shipped on March 26, Stardock Central wasn't quite ready.
Stardock
Central not only had to deal with people downloading the full 500
megabyte game from the Internet, it also had to deal with people
who bought the game at retail. It had to recognize what was already
installed and update only what was new. It had to handle myriad
date/time formats from around the world. And on top of that, we
didn't take into consideration how many inexperienced computer users
we'd be dealing with. Our Object Desktop customers had been using
the beta version of Stardock Central for months with great results.
But they are much more experienced computer users than the typical
game player. Stardock Central, in short, was too complicated and
too error prone upon release and caused us quite a bit of grief.
We were able to respond to that by allowing people to download the
game as a single big file, and to download the BonusPak as a traditional
patch. But the online distribution system was more complex than
we would have wanted it.
If
we had kept the original April 21 release date for Stardock Central,
I think it would have been hailed as incredibly cool, and would
have demonstrated how serious we are to releasing lots of meaningful
updates to our game. Eventually we think it will be viewed that
way, as it has already evolved considerably. But in hindsight, I
wish we had waited to release Stardock Central. By the time people
read this, Stardock Central should be fine. But that first week
was, unfortunately, painful for quite a few people trying to download
our updates.
2.
The ship angles. During development, we debated whether to have
the game objects be displayed at an angle, or from a top-down vantage
point. We ultimately went with a top-down vantage point, but one
side effect of that decision was that all of the ships in Galactic
Civilizations, which were modeled as 3D objects, effectively
became 2D objects.
In
retrospect, we should have had used an angled point of view in the
game, so the beauty of the ships would have been more apparent.
When you play Galactic Civilizations and see flat-looking
ships, you'll know the irony that every single one of those ships
is fully rendered in three dimensions. This was my decision and
I wish I could take it back now.
3.
No integrated technology tree. I actually vetoed this feature.
Our development team wanted a hyperlink system for looking at all
of the technologies in the game. But as a long time Civilization
player, it always bugged me that in these games you could magically
know how to get to a certain technology, so I axed this request
during development.
I
was wrong. I still don't like that feature, but it should be up
to the individual player whether to view the technology tree or
play it blindly. I won't use the feature, but I shouldn't try to
prevent others from doing it if they want. So we'll be adding this
feature into an update now.
4.
Lack of team discipline. As a project manager, I tend to be
hands-off. But early on in the development of the game, that approach
nearly proved disastrous. Games need a single vision that is precisely
executed. On our non-game projects like Object Desktop, I tend to
just guide the development teams towards a general goal and let
them go and add things they think are necessary. But in a game,
that can be a real detriment.
Early
on, we had features sneak into builds that were buggy or wrecked
the game balance. For instance, a user on our forum would suggest
a feature and one of our developers would throw that feature in
without telling anyone on our team, and consequently no one else
would know to test that feature - including QA. Fortunately we had
an open beta and we quickly learned the error of our ways. But quite
a bit of energy early on was spent killing features or fixing bugs
in unplanned features. So we switched to a much more disciplined
system.
This
is one of the toughest things deal with on a game project. You want
your developers to feel like they can add in features on their own
without having to get them all approved, but you also want to make
sure they don't throw in something that wrecks the game. Often times
someone would put in a little update and it would nearly get out
the door without some nasty side effect getting caught.
5.
The user manual. The final version of the Galactic Civilizations
manual isn't terrible, but it isn't what we had hoped for. This
the fault of anyone in particular - in fact, ultimately it's my
fault. We planned to contract out the user manual to a third party,
but we never seemed to get off the ground with that project. I had
written an outline of the manual some months before the game was
to be released.
In
early December, Strategy First informed us that the manual needed
to be finished within two weeks. At the time, the release date was
scheduled for the end of February, so I hadn't expected such an
early date on the manual. I figured either a contractor or I would
write it during December and January. So instead of having two months
to really flesh it out, it was written in two weeks. As a result,
it's far less detailed than I would have liked. When the game was
delayed until March, I was surprised to discover that the manual,
as late as early February, had not yet gone to manufacturing.
This
was just a series of miscommunications between us and our publisher.
Our publisher didn't realize that we wanted more time to work on
the manual. The manual provides a decent overview of the game, but
I wanted to put in more details about how economics, influence,
morale, and industry factor into the game so that users could see
the relationship between them.
The
correct way to do the user manual would have been to early on hand
it off to someone who is not coding on the game. Find someone who
is really into this type of game. After the game went gold, I sent
the game on to friends I know in the game industry and it became
pretty apparent based on their questions that we had missed the
boat on a lot of really basic concepts. For our future games, we'll
try to get someone who is very
intense to be part of the documentation
from early on so that when we're done, we have a really thorough
user manual.
If
we had done that, then we would had something strong right away
and not felt like we had to rush to put something together.
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