07-12-2014, 08:01 PM
Okay, so there was this little bit in a nearby thread:
(shameless ripping out of context intensifies here)
Just thought I'd say a few thought of my own regarding that since while I was never directly involved in making that part of the mod I have nonetheless was keeping an eye on its development from the beginning before any announcements regarding it were made. So a quick personal retrospect.
To be perfectly honest Gallia began as a personal concept Igiss had. And it was Igiss, Doom and few others whose names I can't even remember that began actively working on it. When I looked at it initially before anything got into the mod it did look fine, on paper as well as first thing that were made, they all seemed like a genuinely interesting idea and there were so many new things about as well. Worth to note that at the time back then the mod steadily grew in popularity, so you know, the overall idea to expand it with a new house looked alright. Besides that the intent was to bring in new antagonist into the global storyline as nomads were moved off the stage and set to be recovering after their loss. Whatever people may say about Gallia now as a whole it wasn't as bad as some make it out be. The ideas that were there and the intent was nice and at the time the folks were quite eager to fly all that new stuff and try out new factions and environments. Except it just didn't turn out as well as it was hoped to be nor has it succeeded in captivating the amount of interest it was made for. There was initial spark of course, factions began appearing, there was a lot of about who takes what factions and so on. Of course initial version was plagued by some breaking design decision such as making all NPCs in entirety of Gallia way too strong. There wasn't like system and zone-based difficulty variation where some areas would be more difficult than others and some easier than most. Also the initial version was fairly limited in size and scope, it was just a very few systems, so aside from few problems here and there it was mostly okay and there was decent activity there for a time. You know, more ships, more weapons, all that sort of stuff. From the initial start the community did ask for more and somewhere along that road it grew way out of proportions. That's where I think a sheer quantity begins to have a negative effect on quality. There got to be a good measure in that as well, and you can look at how bad things got with adding a system between t-37 and alpha, not to mention all the way between outcast home and corsair home, and by the way outcast-corsair wars were one of them most vicious and active ones for many years, and now?
May be Gallia would have worked out if there were more players occupying all the important parts of it, but for the scope and sheer amount of things there are it will not be possible anyway as even if there were as many players around as needed the server just would not be able to handle.
So to me Gallia is an example where sheer amount of content vastly exceeds the amount of interest and activity that can be reached in there for those and other complicated reasons as well, and let's be honest, overall this mod is a very niche thing.
That and some more gave me a lot of thinking on how to approach redoing Omicrons and not to step into same mistakes that were made in Gallia.
But more on that in next post a bit later.
(shameless ripping out of context intensifies here)
(07-12-2014, 07:10 PM)Scumbag Wrote: [ -> ]Remember that it was the community who asked for Gallia.
Just thought I'd say a few thought of my own regarding that since while I was never directly involved in making that part of the mod I have nonetheless was keeping an eye on its development from the beginning before any announcements regarding it were made. So a quick personal retrospect.
To be perfectly honest Gallia began as a personal concept Igiss had. And it was Igiss, Doom and few others whose names I can't even remember that began actively working on it. When I looked at it initially before anything got into the mod it did look fine, on paper as well as first thing that were made, they all seemed like a genuinely interesting idea and there were so many new things about as well. Worth to note that at the time back then the mod steadily grew in popularity, so you know, the overall idea to expand it with a new house looked alright. Besides that the intent was to bring in new antagonist into the global storyline as nomads were moved off the stage and set to be recovering after their loss. Whatever people may say about Gallia now as a whole it wasn't as bad as some make it out be. The ideas that were there and the intent was nice and at the time the folks were quite eager to fly all that new stuff and try out new factions and environments. Except it just didn't turn out as well as it was hoped to be nor has it succeeded in captivating the amount of interest it was made for. There was initial spark of course, factions began appearing, there was a lot of about who takes what factions and so on. Of course initial version was plagued by some breaking design decision such as making all NPCs in entirety of Gallia way too strong. There wasn't like system and zone-based difficulty variation where some areas would be more difficult than others and some easier than most. Also the initial version was fairly limited in size and scope, it was just a very few systems, so aside from few problems here and there it was mostly okay and there was decent activity there for a time. You know, more ships, more weapons, all that sort of stuff. From the initial start the community did ask for more and somewhere along that road it grew way out of proportions. That's where I think a sheer quantity begins to have a negative effect on quality. There got to be a good measure in that as well, and you can look at how bad things got with adding a system between t-37 and alpha, not to mention all the way between outcast home and corsair home, and by the way outcast-corsair wars were one of them most vicious and active ones for many years, and now?
May be Gallia would have worked out if there were more players occupying all the important parts of it, but for the scope and sheer amount of things there are it will not be possible anyway as even if there were as many players around as needed the server just would not be able to handle.
So to me Gallia is an example where sheer amount of content vastly exceeds the amount of interest and activity that can be reached in there for those and other complicated reasons as well, and let's be honest, overall this mod is a very niche thing.
That and some more gave me a lot of thinking on how to approach redoing Omicrons and not to step into same mistakes that were made in Gallia.
But more on that in next post a bit later.