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Sanya Juutilainen
Jun 19, 2019

by Jeffrey of YOSPOS

bird with big dick posted:

Because that is a Plymouth and Christine is a Plymouth.

That's just a grave misunderstanding of the novel, then. Christine was Plymouth because it was an icon of its time - same with the back brace, haircut, outfit of the main hero/antagonist. Saying "1995 version should be Plymouth just because the original was" is missing quite big part of the underlying tone of the book.

E: plymouth taxxe

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lobsterminator
Oct 16, 2012




My guilty pleasure is watching Gordon Ramsay's Kitchen Nightmares and Hotel Hell. Those series have several bosses/owners who remind me of Chris Roberts.

Often times someone owns a restaurant but can't cook themselves, yet still insists on designing the menu. They put all kinds of dishes there that the owner has tasted somewhere and said "we need to serve this!"

The menu always becomes a bloated incoherent mess that is impossible to cook even for experienced chefs.

marumaru
May 20, 2013



Beet Wagon posted:

Chris Roberts wants space travel to take a long time, and be realistic, and provide a sense of scale! It would ruin the game if fighters could just zip between locations in less than 20 minutes!

i'm gonna have to defend my man chris here because this seems to be something that the community of spacedads wants more than even chris in his infinite [lack of] game design wisdom. remember how they whined when they reduced travel times from 25 minutes to 15 or something?

TheDeadlyShoe
Feb 14, 2014

Agony Aunt posted:

Stop archering ideas from the Hyperion books.

Jesus, god help backers if CR ever reads that series!

You can bet your rear end that CR would want a star tree in system.

Please, I have some class. I steal my ideas from Stargate.

Although all I can remember from those books is the cover art on the first one.

Sanya Juutilainen
Jun 19, 2019

by Jeffrey of YOSPOS

Inacio posted:

i'm gonna have to defend my man chris here because this seems to be something that the community of spacedads wants more than even chris in his infinite [lack of] game design wisdom. remember how they whined when they reduced travel times from 25 minutes to 15 or something?

I am going to disagree with you - you are right that it only "seems" that way. There's no general agreement in any community about how long should space travels take, though, spacedads or not. What you see is the simple result of vocal minority - any time the travel times are changed, someone will be discontent and will write about it on the internet. That's why devs need to have a proper vision and goal in mind (though this can be affected by feedback, but only to a certain extent), otherwise you'll end up changing the times forever.

hottubrhymemachine
May 24, 2006

Connie is death process
Not seen this before, I'm sure it's done the rounds, but a lot of CIG's scummy behaviour is in here:

https://www.youtube.com/watch?v=xNjI03CGkb4

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?
I'm going to chime in on travel times here because I want to bounce my thoughts off you guys.

Back in the day, before we even hosed around with horses, how long a trip felt was pretty much agreed upon by everyone. You were on foot, it took so many moons, etc. The world felt big. Once horses and carriages and whatnot were around, that time dropped a bit. Over human history, I believe the most time was spent with that metric. However, it would have been unfathomable for the early hominids to understand covering that kind of ground.

Once we started making engines, all bets were off. So now, land, sea, or air, we all have an idea of how long it takes to get somewhere. That said, if some guy takes 3 days to drive across the country, but another guy takes a 5 hour flight, are they really going to argue that the 5 hour flight makes the world "feel small?"

"I really didn't get a sense of the vastness of the United States since I took a plane here. I was robbed."

Nobody does that. The guy who took a plane knows damned well what the size of the country is, how long it takes to drive, how long it takes to fly, and how long it took the Oregon Trail people to make the trip. We all know this because we're not all loving morons.

So I'm led to believe that it's important to have long travel times because otherwise space doesn't "feel big?" What the gently caress are these gamedads, 6 years old? Have they lost object permanence skills too? Hundreds of years in the space future everyone up there is going to know exactly how big space is. Travel time isn't the big secret - how you construct the universe is. If you're not communicating the vastness of space without falling back on making trips long then you've failed as only Chris Roberts can.

TheAgent
Feb 16, 2002

The call is coming from inside Dr. House
Grimey Drawer
lol that no mans sky now has living, alien spaceships you can grow and fly around

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Scruffpuff posted:

I'm going to chime in on travel times here because I want to bounce my thoughts off you guys.

Back in the day, before we even hosed around with horses, how long a trip felt was pretty much agreed upon by everyone. You were on foot, it took so many moons, etc. The world felt big. Once horses and carriages and whatnot were around, that time dropped a bit. Over human history, I believe the most time was spent with that metric. However, it would have been unfathomable for the early hominids to understand covering that kind of ground.

Once we started making engines, all bets were off. So now, land, sea, or air, we all have an idea of how long it takes to get somewhere. That said, if some guy takes 3 days to drive across the country, but another guy takes a 5 hour flight, are they really going to argue that the 5 hour flight makes the world "feel small?"

"I really didn't get a sense of the vastness of the United States since I took a plane here. I was robbed."

Nobody does that. The guy who took a plane knows damned well what the size of the country is, how long it takes to drive, how long it takes to fly, and how long it took the Oregon Trail people to make the trip. We all know this because we're not all loving morons.

So I'm led to believe that it's important to have long travel times because otherwise space doesn't "feel big?" What the gently caress are these gamedads, 6 years old? Have they lost object permanence skills too? Hundreds of years in the space future everyone up there is going to know exactly how big space is. Travel time isn't the big secret - how you construct the universe is. If you're not communicating the vastness of space without falling back on making trips long then you've failed as only Chris Roberts can.

Well, if you follow that through through to its logical conclusion, the we should be rooting for travel times to be reduced to practically zero ;)

However, space can still feel big and have some travel times, without it being onerous. I mean, people complain sometimes about travel times in ED, but in ED you can travel hundreds of LY in the time it takes to travel across a small part of a system in SC, yet it still feels big. In ED you can travel the same distances as you can in SC in like 1 or 2 minutes, but it still feels big.

Meanwhile, also in SC land, they are perfectly fine with planets and moons that are a fraction of the size they should be.

Go figure.

Sanya Juutilainen
Jun 19, 2019

by Jeffrey of YOSPOS

Scruffpuff posted:

I'm going to chime in on travel times here because I want to bounce my thoughts off you guys.

Back in the day, before we even hosed around with horses, how long a trip felt was pretty much agreed upon by everyone. You were on foot, it took so many moons, etc. The world felt big. Once horses and carriages and whatnot were around, that time dropped a bit. Over human history, I believe the most time was spent with that metric. However, it would have been unfathomable for the early hominids to understand covering that kind of ground.

Once we started making engines, all bets were off. So now, land, sea, or air, we all have an idea of how long it takes to get somewhere. That said, if some guy takes 3 days to drive across the country, but another guy takes a 5 hour flight, are they really going to argue that the 5 hour flight makes the world "feel small?"

"I really didn't get a sense of the vastness of the United States since I took a plane here. I was robbed."

Nobody does that. The guy who took a plane knows damned well what the size of the country is, how long it takes to drive, how long it takes to fly, and how long it took the Oregon Trail people to make the trip. We all know this because we're not all loving morons.

So I'm led to believe that it's important to have long travel times because otherwise space doesn't "feel big?" What the gently caress are these gamedads, 6 years old? Have they lost object permanence skills too? Hundreds of years in the space future everyone up there is going to know exactly how big space is. Travel time isn't the big secret - how you construct the universe is. If you're not communicating the vastness of space without falling back on making trips long then you've failed as only Chris Roberts can.

I'd argue that no person alive or in near - few hundred years - is or will be able to comprehend vastness of space, even if we travel it. In this regards yes, people are like 6 years old. It's like properly trying to imagine 11th dimension - the scope and experience is so far out that it's impossible.

Even that witty Douglas Adams quote about peanuts is more for fun than to show space is big.

Also I'd argue that the guy taking a plane knows how long it takes by plane, yes. But at some level you get to a disconnection between these facts and the size of the country. Many people, if you ask them, will tell you insane numbers about the rest (car hours, Oregon hours, size in km). And it gets worse as you increase the size, where the values become abstract. Lots of people know that sun takes ~8 minutes to reach Earth (so in Elite it would take 8 minutes at 1c to travel), but less people know that it translates 150 million kilometres. And if you asked people about how long it takes in a car or how it translates to Sun diameter or Earth diameter, you'd get crazy answers - because these numbers are not comparable in scale, unlike "car vs plane vs bicycle" comparisons.

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Sanya Juutilainen posted:

That's just a grave misunderstanding of the novel, then. Christine was Plymouth because it was an icon of its time - same with the back brace, haircut, outfit of the main hero/antagonist. Saying "1995 version should be Plymouth just because the original was" is missing quite big part of the underlying tone of the book.

E: plymouth taxxe



In '95 It would be the Supra Twin Turbo. Scared the crap out of the motor world when it showed up.

Hav
Dec 11, 2009

Fun Shoe

Sanya Juutilainen posted:

I'd argue that no person alive or in near - few hundred years - is or will be able to comprehend vastness of space, even if we travel it. In this regards yes, people are like 6 years old. It's like properly trying to imagine 11th dimension - the scope and experience is so far out that it's impossible.

Even that witty Douglas Adams quote about peanuts is more for fun than to show space is big.

101 dimensions of space, normalized down to the current 3, or in the current model anyway. The fine scale guys have a really good idea of how big stuff actually is, because they've been trying to figure out what shape it is since Edwin Hubble came up with the expansion constant.

I used to give a talk called 'A sense of scale' back in the UFO days because there is/was a blase attitude to distance, volume and magnitude, and I'd start it with an encounter report of someone who 'met' an alien from Pleidies, then point out that it's an open globular cluster of a few thousand stars a mind-buggering distance away. The trick was to use metaphors, speeds and scales that people understood, then show them that some of the things we've constructed are intended to make measurement and expression of measurement more easy.

So yeah, it's quite possible to comprehend the vastness of space, it would have been a less lucrative career to follow my 'passion' into Cosmology, but I had bills to pay and wasn't pretty enough for porn.

The problem is that most people don't even want to. These are the same people for whom billion, trillion and million are _extremely large numbers_ that are functionally the same. Seriously, there's a number blindness that appears to follow people around that didn't have to use SI notation to calculate eV. It's one of those more fundamental splits between different groups of people. Give it a try sometime. It's one of those things that make elections so much fun.

As for eleven dimensions, that's easy. Just don't make the mistake of trying to visualize it without normalizing out the dimensions you don't need at a particular time. Hell, most computers will swallow 3+ dimensional arrays without a problem.

Sanya Juutilainen posted:

And if you asked people about how long it takes in a car or how it translates to Sun diameter or Earth diameter, you'd get crazy answers - because these numbers are not comparable in scale, unlike "car vs plane vs bicycle" comparisons.

That's more mixing units, and embedded knowledge. Most people, given a distance, can rough out the time taken at a given speed. Most people understand a light year, or even 'c'. You seem to be describing the contextual problem people have in _understanding_ why they'd need to know it.

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?

Agony Aunt posted:

Well, if you follow that through through to its logical conclusion, the we should be rooting for travel times to be reduced to practically zero ;)

However, space can still feel big and have some travel times, without it being onerous. I mean, people complain sometimes about travel times in ED, but in ED you can travel hundreds of LY in the time it takes to travel across a small part of a system in SC, yet it still feels big. In ED you can travel the same distances as you can in SC in like 1 or 2 minutes, but it still feels big.

Meanwhile, also in SC land, they are perfectly fine with planets and moons that are a fraction of the size they should be.

Go figure.

I'd give this example for doing scale right: in EVE, when you warp into a space station. You're zipping through space with no real reference for speed. Then you see a planet approaching at incredible velocity - it looks like you're going to crash right into it. You start to decelerate, and suddenly, the planet looks huge yet perspective makes it look like you've stopped moving entirely. The planet that a moment ago seemed like you were on a head-on collision with now looks like it would take days or weeks to reach. So your mind thinks "ok I've stopped moving" but now you see the planet's moon coming at you - once again, at incredible speed. Just when you think you're going to smash into the moon, you decelerate again and now the moon you felt you were just going to smash into now feels out of reach. Again you think you've stopped moving, and now the space station itself comes screaming into view. And once you see how large it is, you feel like an absolute speck of dust.

That experience alone is an incredibly effective way of communicating relative size and the vastness of distance, without hitting a button and going to get a coffee for 20 minutes.

TheDeadlyShoe
Feb 14, 2014

Forum dads arn't wrong. Longer travel times can/do make a universe feel bigger, and locations feel more significant and more alive. It's the difference between finding your way on local streets and seeing local towns blur by meaningless as you cruise by on the highway.

They also add significance to your choices. If you journey five minutes away, you are that much further from your friends, and that much further from help in case of emergency.

However, this is a game. That all has to be balanced against the player experience. 20 minute snooze fests are terrible and lovely. If the player is going to be flying a long way, that *itself* should be a game experience. And not a stupid attention tax, not randomly getting yanked out of travel mode. The nature of SC's Quantum Travel is inherently antagonistic to an enjoyable travel experience.

I'm reminded of SC's ad for the (IIRC) Freelancer. The ship's journey between ports involves flying through a dangerous asteroid belt, NOT staring at an endless wormhole animation. Because staring at an endless animation is boring and stupid!

I believe at one point SC had a design where quantum travel routes were fixed and predetermined, precisely so you had to travel through *hazardous asteroid belt B* in order to get to your destination. And they...kinda still have that, except it survives in the form of a really stupidly annoying navigation system. In all honesty, they shoulda stuck with the point to point design. It was gamey, but at least it was gameplay-oriented.

marumaru
May 20, 2013



Scruffpuff posted:

I'd give this example for doing scale right: in EVE, when you warp into a space station. You're zipping through space with no real reference for speed. Then you see a planet approaching at incredible velocity - it looks like you're going to crash right into it. You start to decelerate, and suddenly, the planet looks huge yet perspective makes it look like you've stopped moving entirely. The planet that a moment ago seemed like you were on a head-on collision with now looks like it would take days or weeks to reach. So your mind thinks "ok I've stopped moving" but now you see the planet's moon coming at you - once again, at incredible speed. Just when you think you're going to smash into the moon, you decelerate again and now the moon you felt you were just going to smash into now feels out of reach. Again you think you've stopped moving, and now the space station itself comes screaming into view. And once you see how large it is, you feel like an absolute speck of dust.

That experience alone is an incredibly effective way of communicating relative size and the vastness of distance, without hitting a button and going to get a coffee for 20 minutes.

how do i find a video of that? because it sounds very cool

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?

Sanya Juutilainen posted:

I'd argue that no person alive or in near - few hundred years - is or will be able to comprehend vastness of space, even if we travel it. In this regards yes, people are like 6 years old. It's like properly trying to imagine 11th dimension - the scope and experience is so far out that it's impossible.

Even that witty Douglas Adams quote about peanuts is more for fun than to show space is big.

Also I'd argue that the guy taking a plane knows how long it takes by plane, yes. But at some level you get to a disconnection between these facts and the size of the country. Many people, if you ask them, will tell you insane numbers about the rest (car hours, Oregon hours, size in km). And it gets worse as you increase the size, where the values become abstract. Lots of people know that sun takes ~8 minutes to reach Earth (so in Elite it would take 8 minutes at 1c to travel), but less people know that it translates 150 million kilometres. And if you asked people about how long it takes in a car or how it translates to Sun diameter or Earth diameter, you'd get crazy answers - because these numbers are not comparable in scale, unlike "car vs plane vs bicycle" comparisons.

Maybe few could comprehend it in their minds, but as humans do, they'd eventually reduce it to chunks they can understand. "If I take this ship, the trip takes a week. That ship takes a month. This ship is 2 days." Even if they don't understand it, they'd at least know that.

But SC's customers believe themselves to be the people who would understand the difference. And travel times are the bottom-barrel approach to the problem.

TheAgent
Feb 16, 2002

The call is coming from inside Dr. House
Grimey Drawer

Sanya Juutilainen posted:

I'd argue that no person alive or in near - few hundred years - is or will be able to comprehend vastness of space, even if we travel it. In this regards yes, people are like 6 years old. It's like properly trying to imagine 11th dimension - the scope and experience is so far out that it's impossible.

Even that witty Douglas Adams quote about peanuts is more for fun than to show space is big.

Also I'd argue that the guy taking a plane knows how long it takes by plane, yes. But at some level you get to a disconnection between these facts and the size of the country. Many people, if you ask them, will tell you insane numbers about the rest (car hours, Oregon hours, size in km). And it gets worse as you increase the size, where the values become abstract. Lots of people know that sun takes ~8 minutes to reach Earth (so in Elite it would take 8 minutes at 1c to travel), but less people know that it translates 150 million kilometres. And if you asked people about how long it takes in a car or how it translates to Sun diameter or Earth diameter, you'd get crazy answers - because these numbers are not comparable in scale, unlike "car vs plane vs bicycle" comparisons.
seeing the James Webb telescope in person was an amazing thing and the finding out there might be a few hundred trillion more galaxies out there (or more, maybe a lot more that we could just never see with hubble) breaks my entire brain

its way easier to post about star citizen instead

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Hav posted:

101 dimensions of space, normalized down to the current 3, or in the current model anyway. The fine scale guys have a really good idea of how big stuff actually is, because they've been trying to figure out what shape it is since Edwin Hubble came up with the expansion constant.

I used to give a talk called 'A sense of scale' back in the UFO days because there is/was a blase attitude to distance, volume and magnitude, and I'd start it with an encounter report of someone who 'met' an alien from Pleidies, then point out that it's an open globular cluster of a few thousand stars a mind-buggering distance away. The trick was to use metaphors, speeds and scales that people understood, then show them that some of the things we've constructed are intended to make measurement and expression of measurement more easy.

So yeah, it's quite possible to comprehend the vastness of space, it would have been a less lucrative career to follow my 'passion' into Cosmology, but I had bills to pay and wasn't pretty enough for porn.

The problem is that most people don't even want to. These are the same people for whom billion, trillion and million are _extremely large numbers_ that are functionally the same. Seriously, there's a number blindness that appears to follow people around that didn't have to use SI notation to calculate eV. It's one of those more fundamental splits between different groups of people. Give it a try sometime. It's one of those things that make elections so much fun.

As for eleven dimensions, that's easy. Just don't make the mistake of trying to visualize it without normalizing out the dimensions you don't need at a particular time. Hell, most computers will swallow 3+ dimensional arrays without a problem.


That's more mixing units, and embedded knowledge. Most people, given a distance, can rough out the time taken at a given speed. Most people understand a light year, or even 'c'. You seem to be describing the contextual problem people have in _understanding_ why they'd need to know it.

:five:

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?

TheDeadlyShoe posted:

Forum dads arn't wrong. Longer travel times can/do make a universe feel bigger, and locations feel more significant and more alive. It's the difference between finding your way on local streets and seeing local towns blur by meaningless as you cruise by on the highway.

They also add significance to your choices. If you journey five minutes away, you are that much further from your friends, and that much further from help in case of emergency.

However, this is a game. That all has to be balanced against the player experience. 20 minute snooze fests are terrible and lovely. If the player is going to be flying a long way, that *itself* should be a game experience. And not a stupid attention tax, not randomly getting yanked out of travel mode. The nature of SC's Quantum Travel is inherently antagonistic to an enjoyable travel experience.

I'm reminded of SC's ad for the (IIRC) Freelancer. The ship's journey between ports involves flying through a dangerous asteroid belt, NOT staring at an endless wormhole animation. Because staring at an endless animation is boring and stupid!

I believe at one point SC had a design where quantum travel routes were fixed and predetermined, precisely so you had to travel through *hazardous asteroid belt B* in order to get to your destination. And they...kinda still have that, except it survives in the form of a really stupidly annoying navigation system. In all honesty, they shoulda stuck with the point to point design. It was gamey, but at least it was gameplay-oriented.

I'm going to give an unusual example of a game where I felt far away from help, even though it was a single-player game. In Fallout 3, there were a handful of places in the world where you just kept going deeper. You'd be in a subway station, find stairs down, a hole in the wall, a rocky tunnel, more holes going down, and every step you felt more and more hosed. There was only one way out - the way you came in. The longer the trip, the more nervous you felt about finding your way back at all. The really nasty poo poo was down there.

Skyrim had a similar feeling - some caves went several levels deep, and then you'd reach the dwarven(?) areas. And in some cases, far below that, you'd find that super-deep luminescent cavern. You felt like you'd reached the center of the earth. That last example was ruined by the discovery of elevators that took you straight there, but the initial illusion was effective.

There are ways to make things feel far that aren't reduced to wait times. You can make interesting turns, wormhole jumps, going through unfriendly areas, flying without instruments through a cloud, there are all kinds of options that can make you feel like you're going somewhere people might not be able to follow, places you feel vulnerable because you're not sure you can get help or even get back, without it just being "go make popcorn and watch some Netflix while you fly." Keeping the gamer engaged the whole time.

It's the difference between "I'm far away because I waited the longest on the travel screen" and being literally glued to your screen because you're white-knuckling it through a series of decisions - decisions you are making as a player - that get you nervous. Games exist that have gotten this right. I'd kill for a space game that pulled that off.

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

TheDeadlyShoe posted:

Forum dads arn't wrong. Longer travel times can/do make a universe feel bigger, and locations feel more significant and more alive. It's the difference between finding your way on local streets and seeing local towns blur by meaningless as you cruise by on the highway.

They also add significance to your choices. If you journey five minutes away, you are that much further from your friends, and that much further from help in case of emergency.

However, this is a game. That all has to be balanced against the player experience. 20 minute snooze fests are terrible and lovely. If the player is going to be flying a long way, that *itself* should be a game experience. And not a stupid attention tax, not randomly getting yanked out of travel mode. The nature of SC's Quantum Travel is inherently antagonistic to an enjoyable travel experience.

I'm reminded of SC's ad for the (IIRC) Freelancer. The ship's journey between ports involves flying through a dangerous asteroid belt, NOT staring at an endless wormhole animation. Because staring at an endless animation is boring and stupid!

I believe at one point SC had a design where quantum travel routes were fixed and predetermined, precisely so you had to travel through *hazardous asteroid belt B* in order to get to your destination. And they...kinda still have that, except it survives in the form of a really stupidly annoying navigation system. In all honesty, they shoulda stuck with the point to point design. It was gamey, but at least it was gameplay-oriented.

During one of the free fly weekends I decided to give SC another try. Not counting the issues with bugs and crashes over 90% of my play time in one 4 hour session was travel. I think we can all agree that Roberts has travel times down perfectly!

Sarsapariller
Aug 14, 2015

Occasional vampire queen


I mean you're basically arguing journey vs destination here and I think there's value to both of those things. Personally I'm a big fan of the meaningful, impactful journey with lots to see and do along the way. There's a huge difference between sitting in a chair for five hours and taking a wagon caravan across wild country, even if they cover the same physical distance.

The problem with pursuing this philosophy in Star Citizen of course is that the journey is just sitting in a chair, and the destination is the only thing that even allows for interaction. The people who are arguing for bigger journeys are actually arguing for more experiences along the way, while the people who want short/no journeys are just looking to get to the experiences that the game already provides. Neither is right or wrong, but for my money I don't see how they make travel in the game more meaningful and interesting.

Beet Wagon
Oct 19, 2015





Scruffpuff posted:

I'm going to chime in on travel times here because I want to bounce my thoughts off you guys.

Back in the day, before we even hosed around with horses, how long a trip felt was pretty much agreed upon by everyone. You were on foot, it took so many moons, etc. The world felt big. Once horses and carriages and whatnot were around, that time dropped a bit. Over human history, I believe the most time was spent with that metric. However, it would have been unfathomable for the early hominids to understand covering that kind of ground.

Once we started making engines, all bets were off. So now, land, sea, or air, we all have an idea of how long it takes to get somewhere. That said, if some guy takes 3 days to drive across the country, but another guy takes a 5 hour flight, are they really going to argue that the 5 hour flight makes the world "feel small?"

"I really didn't get a sense of the vastness of the United States since I took a plane here. I was robbed."

Nobody does that. The guy who took a plane knows damned well what the size of the country is, how long it takes to drive, how long it takes to fly, and how long it took the Oregon Trail people to make the trip. We all know this because we're not all loving morons.

So I'm led to believe that it's important to have long travel times because otherwise space doesn't "feel big?" What the gently caress are these gamedads, 6 years old? Have they lost object permanence skills too? Hundreds of years in the space future everyone up there is going to know exactly how big space is. Travel time isn't the big secret - how you construct the universe is. If you're not communicating the vastness of space without falling back on making trips long then you've failed as only Chris Roberts can.

I mean, as someone who has done both, there's definitely a difference in how you experience that scale. But I don't think it's a really meaningful difference - as you say, nobody would go "I got robbed because I didn't see how big the country was," and a huge part of that it what you're experiencing while traveling. Driving lets you stop, get out, and experience things, if you want. You have options and choices to make, and that makes the whole thing much more stimulating, or at least it can. There's a tradeoff between getting there fast and actually "experiencing" how vast and differing the country is. Unless you're driving through Texas. Driving through Texas is basically the closest equivalent to travel in Star Citizen that I can think of: it takes a million years, you go in a perfectly straight line, there's nothing to see, and about halfway through you assume you must be near the end, look at the map, and seriously consider just crawling into the desert to die.

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?

Inacio posted:

how do i find a video of that? because it sounds very cool

Here's the closest I could find.

https://www.youtube.com/watch?v=foGhMr64tog&t=203s

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Kansas/Nebraska begs to differ.

MilesK
Nov 5, 2015

There's been a pretty shocking lack of output from AdzAdama since 2020.






That's all of em. I mean, only one valentines day image? Something must be wrong.

Sanya Juutilainen
Jun 19, 2019

by Jeffrey of YOSPOS

Alternatively for Elite: https://www.youtube.com/watch?v=Fa0b2Kd2xhU&t=758s

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Scruffpuff posted:

Skyrim had a similar feeling - some caves went several levels deep, and then you'd reach the dwarven(?) areas. And in some cases, far below that, you'd find that super-deep luminescent cavern. You felt like you'd reached the center of the earth. That last example was ruined by the discovery of elevators that took you straight there, but the initial illusion was effective.

Oh gods yes.

Loved the sense of scale in the Elder Scrolls games... until i hit fast travel once, and then it all dissapears.

jarlywarly
Aug 31, 2018
game travel times / distances are a difficult design thing I mean most RPGs have a mysterious cave which no-one has visited for years but its less than 5 minutes walk away from town centre.

Sanya Juutilainen
Jun 19, 2019

by Jeffrey of YOSPOS

Scruffpuff posted:

Maybe few could comprehend it in their minds, but as humans do, they'd eventually reduce it to chunks they can understand. "If I take this ship, the trip takes a week. That ship takes a month. This ship is 2 days." Even if they don't understand it, they'd at least know that.

But SC's customers believe themselves to be the people who would understand the difference. And travel times are the bottom-barrel approach to the problem.

As Hav pointed out, that's not understanding the scale, but mixing units and embedded (in-game) knowledge.

Ultimately, in my opinion, in games like Elite you can't have a perfect sense of scale anyway, because it has disconnected travel modes - kinda like fast travel mentioned by Aunt. In Skyrim, you destroy scale completely. In Elite, you have two disconnected scales, supercuise in systems and jumping in galaxy, and at the moment there's no way to convert one to the other. SC tries to do it "better", but the moment they introduce more systems, it will fall apart exactly the same way.

Also a bit of a pet peeve of mine - I see lots of people arguing about people wanting longer times, but nobody seems to care about crazies saying stuff like "You should be able to jump anywhere instantly" (and yes, I've seen such), which leads me to believe it's more about people wanting the game to be easier, as is usually the case. But I believe at some point short travel times become too detrimental to the game, because there's no inherent challenge in it - even if it's a challenge in a terms of "to explore this point at the other side of galaxy, you need to spend 60 hours to fly there".

Bofast
Feb 21, 2011

Grimey Drawer

lobsterminator posted:

My guilty pleasure is watching Gordon Ramsay's Kitchen Nightmares and Hotel Hell. Those series have several bosses/owners who remind me of Chris Roberts.

Often times someone owns a restaurant but can't cook themselves, yet still insists on designing the menu. They put all kinds of dishes there that the owner has tasted somewhere and said "we need to serve this!"

The menu always becomes a bloated incoherent mess that is impossible to cook even for experienced chefs.

I remember the Hollywood pizzeria episode where the owner made no sense.
He had designed this really complex menu that scared customers away,
used poor frozen ingredients that didn't taste good enough,
and wanted to become famous for frozen pizzas in supermarkets (why the insane menu, then?) around the nation, all the while hobnobbing it with famous Hollywood people. :psyduck:

TheDeadlyShoe
Feb 14, 2014

Agony Aunt posted:

Oh gods yes.

Loved the sense of scale in the Elder Scrolls games... until i hit fast travel once, and then it all dissapears.

The X series controversially removed their fast travel option in their latest iteration. In X3 both you and ships you purchased had access to a Jump Drive, affording instantaneous or at minimum very fast travel to any point on the entire universe map. Aside from making the universe blur together, it also had an enormous impact on the economic side of the game. Ships spent *much* longer traveling in-sector on their conventional drives then they did blinking across the universe via jumps. A station near a gate was far closer to a station 10 gates away then it was to virtually all stations in sector. Furthermore, any time any asset was under risk, it could either jump away or you could quickly jump to its location.

NPCs by and large did *not* use the jump drive, and they operated on a more conventional scale, where local differences mattered. NPC ships had to travel through pirate-infested sectors in order to reach foreign markets and so on and so forth. The logic of the jump drive kind of killed the universe, even though it was very convenient for players and eliminated a lot of wasted time.

In X4, they decided that the jump drive was toxic, and totally removed it from the game. However, they instead implemented a personal teleporter mechanic where the *player* could travel between owned assets at will but said *assets* lacked the strategic mobility they previously had. X4 has its own issues, but that change measurably makes you actually feel the map, makes isolated sectors feel isolated, etc.

monkeytek posted:

During one of the free fly weekends I decided to give SC another try. Not counting the issues with bugs and crashes over 90% of my play time in one 4 hour session was travel. I think we can all agree that Roberts has travel times down perfectly!

On that note, does anyone know how much they actually scaled down travel times in that recent-ish patch?

Scruffpuff posted:

It's the difference between "I'm far away because I waited the longest on the travel screen" and being literally glued to your screen because you're white-knuckling it through a series of decisions - decisions you are making as a player - that get you nervous. Games exist that have gotten this right. I'd kill for a space game that pulled that off.

I guess in theory SC jumphole travel is supposed to be this.....

jarlywarly
Aug 31, 2018

Bofast posted:

I remember the Hollywood pizzeria episode where the owner made no sense.
He had designed this really complex menu that scared customers away,
used poor frozen ingredients that didn't taste good enough,
and wanted to become famous for frozen pizzas in supermarkets (why the insane menu, then?) around the nation, all the while hobnobbing it with famous Hollywood people. :psyduck:

Cristoforo Roberto?

Bofast
Feb 21, 2011

Grimey Drawer

jarlywarly posted:

Cristoforo Roberto?

Sadly, no. It's episode 6, "Sebastian's"

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:

TheDeadlyShoe posted:

In X4, they decided that the jump drive was toxic, and totally removed it from the game. However, they instead implemented a personal teleporter mechanic where the *player* could travel between owned assets at will but said *assets* lacked the strategic mobility they previously had. X4 has its own issues, but that change measurably makes you actually feel the map, makes isolated sectors feel isolated, etc.

I wish they'd bring back the Hub from X3 though.

The Hub has three pairs of gates. The player can reroute one stargate connection to run through one of the Hub's pairs. It's such a fun way to manipulate the topology of the map. The simulation adapts and NPC traders use the new connections so you get new traffic in the Hub.

By the way, Eve had its own problems with jump drives making the map smaller, which is a big deal when everyone could move their entire capital fleet across the entire map to join in on any larger fleet fight, or effortlessly defend multi-front wars because force projection was far too easy.

threelemmings
Dec 4, 2007
A jellyfish!
Something people are obliquely touching in but not specifically mentioning, like in that EVE example of planets rushing at you vs flyover country in real life: size and distance are a function of texture.

Flying you don't realize the distance because you don't see all the things you are passing over or through. I once did half of the east coast to Key West in a bicycle, and you really get a feel for it even more than by car because you engage with every house, every tree, every road. You have enough time to actually see the thing, they don't just blur together. At that level you get a real appreciation for the terrain you are passing through.

A five hour car trip will feel just as abstract as a five hour plane trip if you're only on the highway which is monotonous and gives you no feel for what you are passing through.

Good games can simulate this by putting things along the route or even putting them in your way. Red Dead Redemption can feel big because as you travel the terrain changes from the Rockies to the plains to the Arizona desert; those transitions make you feel like you are somewhere different, even if the distance traveled or time spent is less than in some other games. Freelancer had the planets scaled super unrealistically but it worked because it gave you a reference point as you were approaching or leaving an area. And I'd definitely name freelancer as a successful example of a game where you felt like you were somewhere different, especially as you ventured into the Badlands.

Elite gets around this with the intersystem drive letting you go around planets as terrain, to an extent. The jumps between different systems feel like nothing, though, because it's a canned animation in a glowing tunnel.

I'm sure people can come up with other/better examples of travel in games but I stand by texture being one of if not the most important things to make it interesting and making it feel like you went somewhere.

I've never played(lol) SC but if all they have is 15 minutes of a wormhole tunnel or whatever it will never feel like distance, it'll just feel like you're wasting time kicking your heels waiting to play again.

threelemmings fucked around with this message at 17:45 on Feb 19, 2020

Quavers
Feb 26, 2016

You clearly don't understand game development
Top voted post right now

:reddit: GIB hype



:saddowns: working delivery missions shuffles quietly Edit: this joke gets less funny every update that it still exists

:( Medical gameplay shuffles in next to you

:argh: 1000 player servers???? It can barely handle the 25 or whatever it is that's the max right now.


:lol:

Fidelitious
Apr 17, 2018

MY BIRTH CRY WILL BE THE SOUND OF EVERY WALLET ON THIS PLANET OPENING IN UNISON.

MilesK posted:

There's been a pretty shocking lack of output from AdzAdama since 2020.






That's all of em. I mean, only one valentines day image? Something must be wrong.

Thanks for bringing him back up because I had a recent experience with modern art at the local art gallery that was somewhat relevant.

There was a gallery dedicated to an experimental printmaker and his contemporaries, which was somewhat similar to AdzAdama's style. A lot of layered collage made by transferring printwork from a variety of mediums (magazines, newspapers, etc.)
I legitimately think AdzAdama's style is impressive, albeit not attractive to me personally. I don't think his subject matter is going to get him into any art galleries (but hey, what do I know) but he's got some real skill at collaging this stuff together.

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?

Fidelitious posted:

I legitimately think AdzAdama's style is impressive, albeit not attractive to me personally. I don't think his subject matter is going to get him into any art galleries (but hey, what do I know) but he's got some real skill at collaging this stuff together.

I'll concede this point with the caveat that I wish (actually I don't wish) that I understood what was in his head when he was doing this. I legitimately can't understand how any of his stuff links to SC even tangentially. It's almost like he's reaching for the opposite. In any given piece my biggest question is "what was he going for here - what is he trying to say" and in the end, I might be the one making the mistake by asking. Maybe there's no meaning - they're like bizarre dreams.

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?
On second thought if I had created some half-assed IP and some guy out there latched onto it and started pumping out posters like this I'd waste no time burning it all down.

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Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Bofast posted:

I remember the Hollywood pizzeria episode where the owner made no sense.
He had designed this really complex menu that scared customers away,
used poor frozen ingredients that didn't taste good enough,
and wanted to become famous for frozen pizzas in supermarkets (why the insane menu, then?) around the nation, all the while hobnobbing it with famous Hollywood people. :psyduck:

Can't remember the show, but I would equate Amy's Bakery to how CIG is run.

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