First Impressions

Grammar, Build Differentiation

I just picked up OTC this week, and I've already logged a dozen+ hours. I love the game. The tutorial does a good job of introducing you to the mechanics of the game. However, even at that level the only practical difference between the starting companies I could notice was with the robotics. Highlighting the essential differences of the different company types is essential. And honestly, I don't know if I can tell much of a difference at the quick-play level. One of the problems is that the look and feel of the different companies is uniform. Except for the main base layout, buildings, factories, and mines all look the same. Functionally, it's easy to fall into the same gaming pattern every time you play. I think some cosmetic changes to the different company models may be helpful, as well as more clearly defined perks for choosing one company type over another. Perhaps start with a unique patent, or get one free claim of a certain type, or a discount on a particular advanced building. Basically, more thought should be given to making the different company-types feel like different company types.


Second, I've noticed that sometimes the grammar in the rolling news ticker is in error, particularly when it's referring to the player. On more than one occasion I have seen something to the effect of "You has received the patent on..." And speaking of that thing, it seems to take up a lot of the screen and not always be the most helpful. (I also dislike the pop-up auctions taking the center of my field of view). Would a CNN style ticker along the bottom or something be better and more in keeping with the economic theme of the game? That could actually make for a really neat gaming experience, if it were to feel like you were watching boring CNN coverage of mars development while you played the game.


Last, the end of the games seem to be anticlimactic. The closing data is poorly presented, graphically speaking, and the "You have been bought-out" lost scenario screen is both bland and incredibly depressing. There's something jarring, too, about losing a match. It doesn't feel like it has necessarily come to an end, just that you've been cut off.

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Reply #1 Top

Someone had the idea to use symbols and colors instead of plain text to solve the problem of the wall of text on the right hand side news ticker. In the next patch a % will pop up next to a player who's within 50% of buying you out. showing how close they are to buying you out.

Reply #2 Top

Thank you for the feedback! This is excellent stuff.

-Scott-

Reply #3 Top

I definitely agree that each faction should have their own playstyle. I mentioned in another post, that that would be a way of replayability because if you go bored with the game, you could switch up the faction to create a whole new gaming experience

Reply #4 Top


Perhaps start with a unique patent, or get one free claim of a certain type, or a discount on a particular advanced building. Basically, more thought should be given to making the different company-types feel like different company types.

It took me a few games to figure out how to play each faction. Currently there's only the text "base element" with carbon for Scavenger and steel for the others to give an indicator for strategy. Changing the console style according to the faction would look cool and immersive, as well as having different voice actors to do the announcements, like in the Starcraft games.


(I also dislike the pop-up auctions taking the center of my field of view). Would a CNN style ticker along the bottom or something be better and more in keeping with the economic theme of the game? That could actually make for a really neat gaming experience, if it were to feel like you were watching boring CNN coverage of mars development while you played the game.

I disable the auctions. They halt the game for 10-20 seconds for something of little consequence. Maybe you could construct an Auction Node building or similar, and this would open auctions that you could take part in. The auction could then take orders for a a minute or two, since it would run in the background. The CNN-like ticker could display current auctions and bids, if you've constructed the building.


Last, the end of the games seem to be anticlimactic. The closing data is poorly presented, graphically speaking, and the "You have been bought-out" lost scenario screen is both bland and incredibly depressing.

There's very little to give you information on the game progress until the very end. It's like a sports game where you know the score at the last minute. Maybe advanced buildings could provide more information on the opponents, so you can see their progress and how the game is turning out. For example, you could display a power balance graph next to the player names, once a building providing that information is constructed. This way the console interface would also start off very simple and uncluttered, and after some tens of minutes into the game you'd have more details on the game status, as you construct more buildings that provide market intelligence in addition to their other capabilities.