Today, I would like to spend sometime talking about Homeworld 2, a space 3D RTS title from Relic, the famed developer responsible for Warhammer 40K series and Company of Heroes. As the sequel to the groundbreaking game Homeworld, Homeworld 2 initially attracted a considerable amount of hype when it was announced. However, the game didn't sell too many copies. As the result, Homeworld universe fell into obscurity and Relic went on for bigger and better things.
Being a big fan of the franchise, I felt sorry for Relic. Oh, and just to prove how big a Homeworld fan I am, here is a belt buckle I made based on Homeworld 2's logo. It was even mentioned on relicnews:

I believe that the failure of Homeworld 2 could have been the result of several misguided design decisions:
1 - Formations.
In Homeworld, players were able to organize ships into formations, such as broad, claw, wall, or sphere formations. This feature was removed from Homeworld 2. In a developer interview, it was explained that formation added no real bonus during attack runs so the feature was left out. Instead, ships in Homeworld 2 automatically align into certain type of "ideal battle formation" when combined with other ship types. Theoretically, this would reduce micromanagement and therefore lower players' stress level, but it also reduces player's choice of tactics since all ship behave similarly during combat. Also, Formation from original Homeworld serve other useful purposes, such as fleet organizations. Without formation feature, Homeworld 2 become a game of number, in which players simply build ships and move them to the enemy bases, then watch the battle unfold with very little control from the player's end.
2 - Shipyards.
The idea sounded cool on paper: a battlecruiser so massive that not even Mothership could construct, and a separate shipyard must be built for it. In practice, however, this made very little sense and added no fun to the gameplay. Judging by a shipyard's size and capability demonstrated in-game, a shipyard is more powerful than Mothership in every way. This made Mothership obsolete, and reduced the dramatic effect of having Mothership serving as the most important ship of the fleet and its symbolic status as the last hope of your race was lessened. Also, shipyard's AI was truly screwed up. If you have ever built more than one shipyard, you will know that they get stuck into each other a lot when trying to align themselves with Mothership.
3 - Strike Craft with Unlimited Fuel.
This idea was actually not invented by Relic, but by Barking Dog Studio, which produced Homeworld: Cataclysm. Strike Craft (such as fighters and corvettes) used to have a fuel limit in the original Homeworld, and they must be refueled after certain amount of time in service. Considering strike crafts were designed for maximum maneuverability in mind, they were excellent against capital ships. Removing the fuel limit on strike crafts means that players could send them across the entire map and attack enemy's base directly, which removed a lot of tactical depth from the game.
4 - Recycled Elements.
Video game sequels are naturally based on their predecessor, but Homeworld 2 featured many things that any veteran players could tell that they were the same thing with a different name and appearance. Examples: the crew transport escort mission was a direct copy from a level in Cataclysm; the Dreadnought was a direct copy of the Siege Cannon from Cataclysm; Movers/Keepers were identical to the swarming little buggers from the Kadesh mission in the original Homeworld... just to name a few. In short, Homeworld 2 didn't do much to keep the game fresh.
5 - Broken Level Designs.
The original Homeworld was criticized for its linear progression and its trial-and-error approach to solve a mission. Players usually need advanced knowledge of the level, build the right ships, then replay the next mission and hope that the fleet is properly prepared this time. In Homeworld 2, the problem remained, and in fact was even compounded since missions were automatically advanced as soon as all objectives were achieved. Homeworld 2 won't even give time for the players to reorganize and rebuild the fleet before rushing the player into the next big thing. Also, the game scaled the enemy fleet size according to the player's fleet size, which means players were actually punished for maintaining a large fleet through superior tactics; if you lose few units in a mission, you could expect the next level to be hell.
Overall, these are the weaknesses I felt while playing through Homeworld 2. The franchise featured a great storyline as its backbone, and I was attracted to its universe for the longest time.
Homeworld 2 felt like a rushed product, and it was a shame that Relic and Sierra did not treat this title with enough respect. If the game used another 6 months and ironed out all its wrinkles, the game could have done much better and we might even hear about Homeworld 3.
Finally, some suggestions from me to improve Homeworld 2, if Relic ever decides to remake the game one day:
1 - Include the Death Star and Darth Vader. Getting sued by George Lucas will give you a lot of publicity in no time.
2 - Bundle each copy of the game with a free color inkjet printer. Now the fans can print out paper model layouts and make their favorite Homeworld ships.
3 - Offer a $50 rebate. People love rebates.
4 - Make a "You can win a date with Karen Sjet" contest. People who bought the game can mail the game boxed to Relic, and a lottery will take place. The winner will have his house run over by a bulldozer and know how the Hiigaran felt when their homeworld was decimated.
Comments
The unlimited fuel ... again i completely forgot about from the first game ..but your right it does mean that you don't really need a carrier anymore except for repairs.
Re-cycled levels ... well there is only so much you can do so i really don't see that as a problem.
Then finally Broken level design ... well , i've got to admit your right that without the space to collect resources and design your fleet at the end of a level hinders you .. but i took that as a purposeful design descision .. i thought it kinda cool considering your on the run and against time you wouldn't have an extra 30 minutes to redesign your fleet before hyperspacing out ... one man's meat is another man's poison.!!
the thing about the less complexity (unlimited fuel, lack of formations) is so that it would attract more people to the series, problem is, they kept some of the complexity in there for us harcore homeworld fans, meaning that we had to deal with the dumbed down bits, and people who just picked it up and played it had to deal with the complex stuff (the resource management, that is unlike most other modern RTS's)
but the amount of moddability is one thing that should of been advertised, the HW2 engine is capable of so much more than what was ingame, collisions are in there, but its turned off, PDS is nearly non existent but can be added to almost all ships (including fighters)
god now i feel like im advertising for mods
o and btw its good to see YOU'RE WINNER
And yeah, I sure as hell hope they bring Mechwarrior back. Tactical mech combat FTW.
where are the big giant fleets of ORGANIZED formations of bombers, corvettes, frigates, destroyers and battlecruisers in epic battles, with ship shattering ion blasts to torpedo frigates firing off salvos of torpedoes off the side.
Unit caps have always been my enemy, and Relic is an expert with unit caps. Here's hoping homeworld3 will actually involve, you know.. massive battles. Until then, Im enjoying the beta for sins of a solar empire and will probably enjoy the release version as well.
I myself absolutely detested Homeworld 2- nothing more than a lame cash-in by Relic as far as I'm concerned.
But Makaan's voice is one of the coolest game villain voices EVER, although Sarevok and Irenicus both come close
On a side note, HW2 was also considerably less challenging than HW1 for me. Had to repeat a mission once or twice, but I never had too much trouble. I also agree on WarxSnake's assessment of the style of gameplay ( I love HW/HW2 for the story,characters, atmosphere, etc as well as the premise. Actual gameplay, besides the fact that it's 3d and in space, isn't as great for me.)
Can't see how it was a flop myself - sure they changed it some and not necessarily for the better but it's still a great game and pretty much unlike anything anyone else has done.
Funnily enough I checked on the interweb the other day and was disappointed to see the convincing reason as to why there is probably never going to be an HW3.
More specifically, Homeworld 2 was released when the era of space sims were done. ( weep ) . The glory days of Freespace and Wing Commander had long since passed and people werent into space odysseys anymore.
You also bring up a great point about the Modable engine. Thats one of the biggest appeals to me for Relic games. I havent checked the seen recently, but if I remember correctly there was a great Star Wars Mod called SW Warlords, as well as a Battlefleet Gothic ( Warhammer 40K) mod out there...
Unfortunately, the chance for a H3 is pretty much impossible. I had heard Relic was interested in doing one but since its owned by THQ and Sierra owns the homeworld license it probably wont happen...
P
You should do this for other flops
I'm a big fan btw.
I guess I'll just buy Sins of a Solar Empire and find a new space game to love.
I loved HW1 where you could spend an hour after a mission, just getting resources, building and doing research, and only then take the big jump to the next challenge.
I think that real time space stratagy games are incredibly hard to make feel 'authentic', as the experience is so far removed from anything we can draw on in real life. what we get is a mash of naval stratagy and dogfight action. i think the closest any franchise has got to depicting spaceship combat is battlefleet gothic from gamesworkshop. I never played this tabletop game much, but the stories feel just right. also, has anyone played the beta for Angels Fall First? its very good, or will be when its finished (its a mod for homeworld 2)
But I perchance downloaded a total conversion mod for it called "Point Defense Systems" which ended up turning it into one of my top twenty most memorable PC campaigns ever. If you still have a copy, finding this mod makes it worth dusting off...
It is hard to visualize and control the space combat in Homeworld games due to its 3D nature. There is too much effort spent in manipulating the camera. Though it was nice to actually watch a large space battle take place, the result in practice was that the game became slow when there were many units flying around. The units were small and not particularly impressive to look at. I also recall resource and ship collection being an annoyance since each mission depended on your army carried over from the last, so you would be compelled to spend longer than necessary in a mission to extract every last resource or capture enemy ships instead of destroying them. I must have completely missed the fun part of Homeworld because I found the game to be dreadful. After buying the first one there's no way I'll ever buy another one.
I much preferred other games that simplified space combat into two dimensions like the Galactic Civilizations or Master of Orion series to Homeworld. This may not be as realistic, but it makes control and visualization much more pleasant and lets you focus more on strategy.
HW: 93 meta score
HW:C: 89 meta score
HW2: 83 meta score
You were on the run in both Homeworld and Cataclysm and in Cataclysm you were certainly against time. Had Somtaaw delayed too long the entire galaxy would have been conusmed, followed by them.
And great jokes at the end #4 wins the hardest though xD
Maybe if I'm lucky Sierra will sell the rights for homeworld to THQ,or continue the series on their own...
Reetesh
and BEST Suggestions!
its sad how a very nice Series can go bye bye with such ease.