| ...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. Thats usually a better indicator that things were
incomplete.
Draco: Well, it's nice to
know that the company is listening and willing to accept players 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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