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...the interview continues...

Draco: Shifting gears to your web site. You have one of the better company-sponsored sites for your game, and a very active forum from day one (I was there religiously getting tips). However, the fans know you're listening, and you've received some pretty harsh criticism from fans regarding what they didn't like. Any thoughts on that?

Itchy: It can be difficult at times when people have so many different ideas of what they think the game should be and sometimes seem angry at us for that. However, we all believe in this game and want to support and our customers as best as we can. The level of interaction is good though - it never hurts to have people exchanging ideas about something that they are all interested in, even if they don't necessarily agree.

Draco: It seems like after some very detailed posts by you and the other staff (particularly Proconsul Conan and Reed), many people were finally able to overcome their reservations about the game. Do you think that the main problem was simply a lack of information/understanding of how the game worked by the players?

Itchy: Sometimes, but C3 is also a very in-depth game - it does take some practice. That's why we're there - to make sure everyone gets over the "hump" of learning how to make the game work.

Draco: There were a lot of discrepancies between the manual, and the way the game was actually finished. Perhaps this was a case where the Readme file (while detailed) could have been more complete?

Itchy: I don't know that I'd categorize the manual and game as having so many discrepancies that it hampered anyone's game - I think it was extremely comprehensive.

Draco: Well, personally, I didn't really have a problem, but it was a topic that I saw brought up very often on your forum when the game was first released. I did think the manual was very good, over all. It was a massive volume, and covered a lot of detail.

Itchy: One of the most talked about issues was the manual said "maintain level" whereas it actually says "getting goods".

Draco: Agreed. That one really seemed to throw people.

Itchy: Unfortunately, due to the different duplication schedules of the manual and game, such things happen. That's why the Readme is so vital.

Draco: Were you surprised by the reaction of the fans, who from nearly day one they were clamoring for a patch?

Itchy: Not really, but not because there were any issues that needed to be addressed. Users almost always have things they want "patched" or modified.

Draco: Since an upgrade was released so quickly after the game's release, however, many fans saw this as testament to the game's initial "incompleteness."

Itchy: Not at all - all the changes we're very quick and easy to implement and were created because of the requests of users on the Forum and other places on-line. I've seen games be released and there's a patch already waiting. That’s usually a better indicator that things were incomplete.

Draco: Well, it's nice to know that the company is listening and willing to accept player’s comments.

Draco: The fan's reaction to the current walker system has been mixed. Do you know how the idea originated, and why it was implemented? Personally, I think it gives life to the city and adds realism. Others, however, have been very frustrated.

Itchy: I agree - I think [the walker-system] is what makes C3, C3. I can't speak to the rationale behind the walker system itself, but once you know how it works, understanding the game and making it do what you want is (almost) a piece of cake.

Draco: The map editor is great, but is currently only available on the Internet. Was it simply not ready by the release date, or was it created after you saw a high demand for it?

Itchy: We had a version of the editor for internal use during production, but it was not in a state that we would have felt comfortable releasing onto users.

Draco: So it was released to the public after the high demand by fans?

Itchy: Not really - we always, I think, planned on releasing it.

Draco: Do you think lack of a random map generator limits the replay ability of the game, if one doesn't have net access to get other scenarios created by other fans?

Itchy: Not in the least - with all the user-created maps out there (which, BTW, we download and play, too), the possibilities are almost limitless.

Draco: While I could hardly think about what my life would be like w/out internet access, many fans around the world are not so privileged. Do you think that people who paid $30-50 for the game are getting a little cheated by not being able to get the editor or upgrade?

Itchy: It's unfortunate and I wish we could have a way for everyone who doesn't have Internet access to get a copy.

Draco: I noticed one of the Impressions staff told a fan he would mail the editor to a fan without net access. Perhaps registered users could write into Impressions and request the upgrade and editor by mail, paying only the costs of shipping and the CDROM? Perhaps notice could be sent in the form of a post card to registered users?

Itchy: I have, on occasion, sent a copy of the editor to people who legitimately couldn't get the editor. However, they seem to be the exception, not the rule. We are committed to all our customers and if this does appear to be a problem for a number of people, we will definitely revisit the issue.

Draco: There was a lot of action on your Beta Upgrade forum. Were there a lot of changes made to the Beta patch which was recently released as the official game enhancement?

Itchy: Not really - there was just a problem with the empire states in certain conditions that we addressed in the final. It was uncovered internally by Ken Parker's "Ho Ho Ho" Santa map created in a fit of boredom over Christmas.

Draco: Can you tell the fans what was previously included in C3, but ultimately cut out (or unavailable due to technological constraints) for the final version of the game?

Itchy: There really wasn't anything we didn't or couldn't do with the game because of technological constraints

Draco: Well, there is the absence of a "grid overlay" and a "career creator" for the editor!

Itchy: Hehe.....everyone has a pet cause! Sometimes it isn't so much technology, but the possibility of adding one could break two. Programming can be affected in unexpected ways when you start modifications.

Draco: C3 seems to be the pinnacle of sim building games. Where could the game possibly go from here, and how can sim building games be improved in he future?

Itchy: That's an interesting question - when I first heard of plans for C3, I thought "but C2 was perfect, what else can you do to it?". Time well tell, I guess. It was interesting to watch the Sim City 3000 evolution when they changed from a 3D game back to their traditional 3/4 iso view

Draco: Do you have anything final comments you'd like to tell all of the C3 fans?

Itchy: Just thanks for their support and to stay tuned!

Draco: Great! Thanks so much for taking the time to answer so many questions!

Itchy: My pleasure

 

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