Master of Orion - Analysis
Why is Wargaming.net launching into the development of a 4x strategy game? The company has given the controls of design and control to the Argentine NGD Studios, who have been joined by members of the original team that created, back in 1993, the first installment of the franchise (which saw a second installment in 1996, a third failed installment in 2003 and a fan creation in 2005). Wargaming has recognized in several interviews to have a very powerful emotional connection with the first MOO and strategy games since before WoT hit the pitch they had been making strategy games for a good handful of years. The CEO of the company, Victor Kislyi , cannot deny that it was the experience of playing Master of Orion that opened his eyes to game design and the game that convinced him to enter the industry. Little thing…
After a couple of years of intense development and continuous testing by the community (one of the most active today) Wargaming.net has created a new installment of the mythical space strategy game. They have not wanted to make a simple remake of the original but to re-think the game twenty years after its launch . The 4x genre has advanced more than it may seem at first glance and titles like the upcoming Civilization VI have practically nothing in common with their first installments. In some respects we have seen a general simplification of content to attract more audiences while in other respects the game has focused more on different concepts creating several layers of depth for the more versed players. Therefore Master of Orion: Conquer the Stars is not a remake of the original although, thanks to having the license, they can use all the original lore of the franchise (which is not little) .
Master of Orion is a 4x strategy game (from English: explore, expand, exploit and exterminate, which comes to be explore, expand, explode and exterminate) encompassed within the science fiction titles within the genre. Although the majority of the public associates this genre with games like Civilization, Total War (with its variants) or Anno, the first big successes came from the field of science fiction with games like Anacreon or Reach for the Stars and, of course, the first installment of Master of Orion in 1993. Although as a general rule war and the military component are important parts of the game, we are not facing titles that focus their efforts on strategic simulation, although, as we have seen, there are titles that do pivot to its surroundings like Total War and others, like Civilization, that simplify the war aspect to enhance resource management.
In the new Master of Orion we find, as we have said before, all the lore of the first title that so fell in love with its followers. The original game featured ten completely different races struggling to control space and find the legendary Orion system. Each of these ten races is present in the new game and we have to add the creation of a new race, the Terrans (exclusive for certain editions of the game) and the possibility of creating our own race with a complex (and very interesting) system of points to grant advantages or disadvantages to our new faction. Playing with one race or another considerably modifies our gaming experience as they behave differently.