Master of Orion III
gimpy writes "Alan Emrich is a gaming veteran's veteran. He's done it all, from boardgames to card games, from computer games to pen and paper role-playing. Now, he's working as designer and lead writer on a title that has strategy fans drooling: Master of Orion [?] III. SharkyGames recently had a chance to sit down with Alan and get the inside scoop on what's happening with MOO3." The website for the game is available as well. I cannot count the sheer number hours spent playing MOO/MOO2 - hopefully this can live up the legacy of those games.
We would spend so many countless hours playing that game, I'm afraid to pick up a copy of MOO3 when it comes out!
A couple of other people have mentioned it, but I just want to plug my all-time favorite game, Master of Magic, or MOM.
To say MOM was inspired by MOO is of course accurate, but it's also not doing MOM justice. Not exactly a "sequel", and more than just a knock-off, MOM had a level of strategy and depth of gameplay all it's own. As you might expect by the title, it's a fantasy-based game, which borrows heavily from the Magic:The Gathering style of magic system (Chaos, Life, Death, Nature, and Sorcery magics). The gameplay was also similar to MOO, in that you started with a home city (planet), and from there could build or capture other cities while battling enemy wizards. A unique twist in MOM was the addition of "nodes"; mana-generating squares that you had to capture, guard, and channel for more magical energy.
Unlike MOO, where exploration and combat was relegated mostly to ships, you had a variety of forces at your command in MOM. Normal units like pikeman, archers, and magicians could be trained. You could also summon up to 6 hero's, who not only had thier own unique skills and abilities (plus the ability to cast magic for some), but could wield powerful artifacts to increase thier strenght. In addition, you could summon monsters to do your bidding, things like drakes, fire giants, and the ever-popular wraiths.
Thanks to the sheer number of possibilities of starting pick combinations, combined with different strategies available for waging war, MOM had some incredible replay value. I still occasionally play MOM even today, and I still get a kick out of trying some new strategy or pick-combination once in a while.
Microprose made me their bitch for most of the 90's with MOM, along with titles like MOO, MOO2, Civ, Civ2, Colonization, and XCom 1&2. It's a damn shame that they never got around to making MOM2, and there are those of us still hopeful, though the possibility seems less likely every day. I mean damn: if they can churn out 3 MOO's, 3 Civ's, and 4 XCom titles, surely there's room in the world for MOM2?
Never ever play against another (real)person. It's worse then a game of monopoly. It's like one of those really long traffic lights where you can literaly feel yourself aging except it spans 3+ hours of turn-based madness. It can be even worse... the length of a multiplayer game is exponentially proportional to the skillz of the player. You've been warned!
"Me Ted"
BOSTON SUCKS!