I think what Doug did with Isotropic is an incredible once-in-a-lifetime feat. I've played a lot of electronic board game implementations, and Isotropic blows every other implementation I've ever played out of the water.
This is surprising. I've seen some quite good Settlers implementations, and BSW's Power Grid implementation is very nice. In both cases, however, there is a lot less going on in the game. That, along with the wrapper, is what makes isotropic special. BSW's matchmaking implementation is... I think "horrible" is not an unreasonable word to use.
The chance that RGG's programmers can duplicate this is vanishingly small. I do not intend this as a slight against them, but as a compliment to Doug. I am sure that RGG has hired talented and excellent programmers, but rrenaud is the most talented programmer I know personally and by his own admission he is not nearly smart enough to have been able to code Isotropic.
I want to preface what I'm about to say with this: isotropic is f*cking awesome. There is no doubt that Doug should get huge kudos for it.
That said, I'm going to take issue with what theory says here. Rrenaud may be the best programmer you personally know, but isotropic is simpler than, say, this forum software--the major difference being the real-time aspect. Consider Narbacular Drop, or Minecraft, or Spacechem, or Nethack, or any number of other amazing games developed on a shoestring or zero budget, written by one programmer or a small team. All of these are more complex than isotropic, ignoring art; Nethack is an order of magnitude more complex; Minecraft, ignoring the "art," is easily 2 orders of magnitude more complex.
Hell, Trade Wars has more complexity than Dominion, and it wasn't exactly a pinnacle of gaming... in 1990.
(I can confidently say I could program a
solitaire only Dominion application in PHP. Alas, PHP doesn't really support real-time interaction except via forced reload. That said, it would take all of my free time for the next six months. I'd imagine that for a programmer experienced with the real-time aspect [say, for instance, dougz], that the wrapper for the game [that is, real-time interaction, chat, matchmaking] would add about 50% more time.)
And we haven't even discussed what people do
with a budget. Consider Starcraft. Consider WOW. Consider Civilization.
Again, no offense at all to Doug, here. On no budget, in his free time, he's created an excellent implementation of isotropic
that I and others would be willing to pay for. That is a damned awesome accomplishment. He deserves praise both for writing it and for making it free...
I just didn't want anyone to assume (not that anyone is) that software as good as Isotropic is easily reproduced.
...but suggesting isotropic is the best software one could write for Dominion is a bit like suggesting that Uno is the best you can do with two decks of playing cards.
The question is not one of
can these other programmers do better, but
will they do it? And that is up to RGG. What budget did they set up? If it was less than $10k then I'd expect something worse than isotropic; more than half the programming time will go toward implementing cross-platform multiplayer, and 100 man-hours of programming won't get you isotropic. Did they (I hope) offer profit-sharing? Then you bet your butt the programmers are watching this thread, and looking at isotropic's features, especially since some of the features mentioned (like game logs) should be incredibly easy to implement compared to other things needed.
The major problem is that we were working off Donald's February post saying the software would ship with only Base and Intrigue. I'll set that assumption aside for now. I hope, hope, hope that RGG and the software developers will wait the extra two weeks to release rather than releasing with a third of the cards. I think that Donald will take this thread to Jay and the programmers and suggest that might be a really good idea.