fred zeppelin wrote:I own almost every AGEOD game and buy them (including WoN) mostly to support the developers, even though I know I'll probably never be able to play them. So I am a fan.
But the episode last summer with World War I Gold was an eye-opener. A tiny company (certainly no bigger than AGEOD) bought the rights to WWIG and completely overhauled the game engine - fixed crashes, greatly reduced turn times, etc. - and released the new version as World War I Centennial Edition. They got sued and run out of business - coincidentally (or not) at the very time AGEOD released its own new WWI game (TEAW) - but that's not my point. The point is that another tiny developer was able to do right what AGEOD had been doing wrong for years - and was convinced they could fix the game and still sell it at a profit.
I recognize that the WWIG engine is different from the standard AGEOD engine, but the point remains. You guys have identified some pretty obvious engine and database inefficiencies, and I find it hard to believe AGEOD could not fix them if they were really committed to doing so. I can't help but wonder if they wouldn't produce a better product if they devoted even half the time and resources to streamlining their game engine that they do to adding additional features that the engine can't handle and then issuing "patches" that can't possibly fix the real problems.
Little guys really can do things right. But they have to make doing things right a priority.
I don't think it's an issue of commitment. I think the main issue is a mix of habit, limited programming expertise and a difficulty to admit that change is needed.
- Habit because when you have made a game like BOA and then expanded it to make AACW (still THE game by Ageod, one only has to look at the forum size : 65k posts, more than triple the closer games (PON and not coincidentally CW2)) and found success, been able to turn what was initially a garage operation into a real small studio, it's hard to break a habit that brought you success. But the point is here : at their scale, AGEOD are doing what microsoft did with Vista, try to modernise based on an engine/Architecture that rejects more complexity and can't be modernised.
- Limited programming expertise. I don't know this for sure, I am mainly musing based on my impressions and what other posters like Vicberg have said, but I have the feeling that the guys at Ageod just don't have up to standard programming expertise anymore. Phil Thib is a boardgame designer, and a fantastic one, Pocus is as far as I can see an old guard developper who developped the great AGE engine in 2005 but might not be up to date / able to see or implement the changes that would be needed, which is understandable because if you work mostly alone in a small company it's just hard to keep evolving without fresh blood.
I might be wrong but I think there isn't an issue of commitment. There are issues of inability to let go of the past (the AGE engine as constructed), inability to see that what has value in what they have built over 10 years isn't the engine itself but their style of games, the feel they have, the experience they give the user (The engine is but a tool which has reached obsolescence) and inability (possibly financial, possibly human) to accept the need for reorientation : you either make the jump to a new engine you build from scratch, or you keep the same engine doing small improvements, but then it is vital to admit its limits and don't overburden it : no more multi faction games but rather back to 2 opposing factions with only limited autonomy for allies or such, simpler operational wargames focusing on campaigning, logistics (supplies, organisation of replacements/recruitements, etc).
There might be also a simple management issue within the studio : Phil Thib is a boardgame designer who might have a hard time grasping that computer games don't mean unlimited ability to add features and complexify games that had to be kept simpliish to function as boardgames (I mean the EU boardgame was a freaking gem because it selfimposed limits and it's the reason why EU and EUII (really a properly patched and working version of EU, sort of like EU Gold) became massive hits back in 2001 (15 years ago!!!!) that put Paradox on the computer game map : perfect balance between complexitiy, historical feeling (sure in a lot more arcade style, but events and leaders and such still gave you that feeling). And Pocus might have had a hard time putting that message across and just tried to keep making the grand designs working by adding pipes and spoilers and big wheels and all to the engine, which now looks like a tuned up monster truck based on a Peugeot 206 (a great car in its own right).
Changing the workin dynamic, admitting something has to change, these are very difficult things to do that Ageod has avoided because they have been able to get by even though their nice games could have been so much better lately had they made the shift.
I am a big fan and will willingly pay for the feel and immersion their games give me, but I can see that structural changes are needed and again that's why on the NCP forum I advocated for a more operationally focused game without too much extra stuff because I know from experience as a player that the extra stuff (so many independent factions with their own AI, a complex web of diplomacy, thousands of events for everybody, etc) ends up weighing on the game. Other posters wanted more and more and more. Sure more is good if the engine can handle it, but if the engine stays the same...
My 2 favorites game by Phil Thibs are by far EUII (ie the gold version of EU really, in the same spirit) and AACW. one was released 15 years ago, and the other 9 years ago. For the last 9 years some nice games have been published that I bought, but nothing comparable. A new approach is I humbly believe needed : you go the John Tiller route where you focus on what you can do with the means you have (operational games in the modern era) or you have to make big changes in how you work.
I wish the guys good luck and hope they can make it work.