SpaceSector Distant Worlds Interview

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Icemania
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SpaceSector Distant Worlds Interview

Post by Icemania »

A good interview here with Erik from Adam over at Spacesector. He's left us hanging for Part 2 though!

Space Sector Distant Worlds Interview Part 1

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Webbco
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RE: SpaceSector Distant Worlds Interview

Post by Webbco »

Excellent interview with some cool questions! Thanks Adam....now looking forward to part 2!
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Fishers of Men
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RE: SpaceSector Distant Worlds Interview

Post by Fishers of Men »

Agreed Webbco, a very revealing interview. I was impressed with Erik being very humble and transparent, admitting mistakes in breaking the economy right before the release. But, over the development of each expansion, the economy has been greatly improved.
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Cauldyth
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RE: SpaceSector Distant Worlds Interview

Post by Cauldyth »

Can't wait for the second part... the future!
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ASHBERY76
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RE: SpaceSector Distant Worlds Interview

Post by ASHBERY76 »

I think the first game being a crash fest and actually unplayable in later game due to UE faults was a bigger issue than the economy,but whatever.

[:D]
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Anthropoid
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RE: SpaceSector Distant Worlds Interview

Post by Anthropoid »

So far, having bought the game right after initial release, and comparing to where the final (or penultimate) version (Shadows + Legends) is now, I would have to say this is:

1. The best space game I've ever played (yes, better than EVE, Sins, Swords, KSP, Alpha Centauri, etc.)
2. By far the best 4x space game every conceived
3. A damn good (top 3 or 4) strategy game
4. Excellent UI, amazing game balance, fantastic replayability, good art (one of the few things that is slightly behind the curve), very good music, nearly perfect writing (documentation is still a tad bit lacking)

It took awhile but I'd say it was well worth the wait and the price tag!

I do hope that Code Force and Matrix have met with good fiscal reward as well as fulfillment from making this epic piece of art/science. I also hope that this is just the beginning of many years of games from Code Force + Matrix as Distant Worlds is astoundingly good.
The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
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BTJ
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RE: SpaceSector Distant Worlds Interview

Post by BTJ »

I can just chime in! One of the best games I know.

Also, great interview, Adam! [8D]
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Icemania
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RE: SpaceSector Distant Worlds Interview

Post by Icemania »

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Icemania
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RE: SpaceSector Distant Worlds Interview

Post by Icemania »

A really interesting interview with a lot to like in particular the desire to continue to improve the game and move towards Distant Worlds 2.

I keep coming back to the answer to the very first question "what current aspects of Distant Worlds do you think should be improved further?". The answers focus essentially on making the game more complex. Well, the game is already complex. To achieve the desire of taking this game to the next level, it does not need more complexity, instead consider the existing features and improve them. There is no shortage of good ideas around this forum and plenty in posts that have been around for a long, long time. Specifically there was no mention of AI improvements. Or making the game more accessible for new players by vastly improving the Galactopedia and video tutorials.

While I applaud a methodical and well informed approach to decision making, given how long the game has been around the pace of decision making for Distant Worlds 2 seems positively glacial i.e. there might be 2 more expansions now. And I work in an Industry renowned for slow decision making ...
hewwo
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RE: SpaceSector Distant Worlds Interview

Post by hewwo »

yeah I agree that they could focus more on making existing features work better. For instance, the character system could be a lot more engaging or at least polished (e.g. more portraits) without increasing in complexity. And I think the whole ship construction could do with a bit less complexity but more important choices between classes. But that they want to look at diplomacy is a very good thing! Right now I hardly ever bother with it.

Anyway, looking forward a lot to the future of this game :)
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Fishers of Men
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RE: SpaceSector Distant Worlds Interview

Post by Fishers of Men »

I also, am glad to see diplomacy on the list for major improvement.
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Shark7
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RE: SpaceSector Distant Worlds Interview

Post by Shark7 »

ORIGINAL: Fishers of Men

I also, am glad to see diplomacy on the list for major improvement.

+1

This is the one area of the game I feel is still not up to par with the rest of the game.
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Tampa_Gamer
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RE: SpaceSector Distant Worlds Interview

Post by Tampa_Gamer »

Good article(s), and I continue to recommend this game to others and refer to it as my consistent "go to" game for space strategy 4x long term games. All of the recent contenders in this category just have not come close to knocking DW off its pedestal.

As to the future of DW1, I also agree that adding to the complexity should not be a priority. Everyone will obviously have their own opinions, but in order to further add to the longevity of this game/game engine, the next suggested expansion (modding) is absolutely necessary. I don't mean just exposing a few additional areas here or there, but a comprehensive top-down approach that (1) exposes everything at the level of detail that Space Empires IV/V did, and (2) [even more importantly] is done in such a fashion that enables and promotes the use of multiple mods (rather than one) by utilizing a front end modding utility which tracks the various modded/default files and warns of conflicts (e.g. similar to the Nexus front end and others). The current hodge/podge approach of forcing the user to use a theme, plus override default files outside of the theme results in a long-term mess when spread over multiple game patches, multiple mod updates and the use of more than one mod.
For those interested, forum thread link to post with a master list of all my DW mods: Link

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Erik Rutins
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RE: SpaceSector Distant Worlds Interview

Post by Erik Rutins »

ORIGINAL: Icemania
I keep coming back to the answer to the very first question "what current aspects of Distant Worlds do you think should be improved further?". The answers focus essentially on making the game more complex. Well, the game is already complex. To achieve the desire of taking this game to the next level, it does not need more complexity, instead consider the existing features and improve them. There is no shortage of good ideas around this forum and plenty in posts that have been around for a long, long time. Specifically there was no mention of AI improvements. Or making the game more accessible for new players by vastly improving the Galactopedia and video tutorials.

That was really in response to what else we could do in Distant Worlds 1. With every single expansion, we've improved the AI and interface. For Distant Worlds 2, I agree completely that we need to streamline and make things accessible while keeping it Distant Worlds.

Regards,

- Erik

Erik Rutins
CEO, Matrix Games LLC


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mllange
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RE: SpaceSector Distant Worlds Interview

Post by mllange »

This game could seriously benefit from some Empire of the Fading Suns character.
There's a simple answer to every complex question - and it's wrong.
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Icemania
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RE: SpaceSector Distant Worlds Interview

Post by Icemania »

ORIGINAL: Erik Rutins
ORIGINAL: Icemania
I keep coming back to the answer to the very first question "what current aspects of Distant Worlds do you think should be improved further?". The answers focus essentially on making the game more complex. Well, the game is already complex. To achieve the desire of taking this game to the next level, it does not need more complexity, instead consider the existing features and improve them. There is no shortage of good ideas around this forum and plenty in posts that have been around for a long, long time. Specifically there was no mention of AI improvements. Or making the game more accessible for new players by vastly improving the Galactopedia and video tutorials.

That was really in response to what else we could do in Distant Worlds 1. With every single expansion, we've improved the AI and interface. For Distant Worlds 2, I agree completely that we need to streamline and make things accessible while keeping it Distant Worlds.

Regards,

- Erik

I applaud you for wanting to continue to improve this game and for past improvements.

Our context is actually identical. I understood your comment was about Distant Worlds 1 and I'm suggesting Distant Worlds 1 does not need to be made more complex. You've got a great set of features already and for many of them there are plenty of suggestions around the forum to improve them (of course I understand some will not be possible due to structural limits in Distant Worlds 1 but I expect there is plenty you could do).

As an example, I would argue that a far smarter and more efficient private sector is a far higher priority than making the private sector more complex (as was suggested as an option in the interview).

I completely agree to look more at diplomacy. But I would focus on improving the existing mechanisms first.

Technology selling can be used as an exploit to the point where you often don't need to tax. The Research Bases in enemy territory exploit. How about some of the ideas in the recent thread about improving game balance? etc.

There might be a temptation to say we've worked on a particular feature a lot so it isn't a priority. I understand a lot of work has been put into the AI but it could still use a lot of work along with game balance.

Maybe as some other developers have done, put some potential improvement focus areas on the forum, and get a vote/debate going? Or ask a trusted third-party to give you a confidential cold eyes view of improvement plans.


Cauldyth
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RE: SpaceSector Distant Worlds Interview

Post by Cauldyth »

Another vote for diplomacy! In fact, how about a Diplomacy expansion after the modding one? [:)]
buncheesy
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RE: SpaceSector Distant Worlds Interview

Post by buncheesy »

Just need to vent somewhere - the interview with Erik, Adam Solo's review, and the bulk buy special, were the final clinchers for me to part with my moderately large amount of cash. Just finished downloading and updating and yes I am excited [:D]
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RE: SpaceSector Distant Worlds Interview

Post by Shark7 »

ORIGINAL: letmein

Just need to vent somewhere - the interview with Erik, Adam Solo's review, and the bulk buy special, were the final clinchers for me to part with my moderately large amount of cash. Just finished downloading and updating and yes I am excited [:D]

Welcome to the dark side. [8D] You'll be conquering galaxies before you know it. [;)]
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Icemania
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RE: SpaceSector Distant Worlds Interview

Post by Icemania »

Well Erik and Elliott have been quiet recently.

There can be only one explanation.

A Distant Worlds 2 announcement must be on the way ... [:D]
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