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trucutru
Jul 9, 2003

by Fluffdaddy

TheBombPhilosopher posted:

Expanse is hard sci-fi?



Anyway, can any of you folks help me understand the obsession in SC with fidelity, graphics, and simulation? Yes, nice graphics are nice, but what's wrong with stylized graphics like Freelancer and WoW? And what's with this craze about fidelity and simulation? How much does having a character model physically climb up a ladder, rung by run, add to the game verse just popping into the cockpit? How much does having the player model move around joysticks and pickup bottles and take off caps add to the game? Seems like a lot of work for a novel experience that quickly fades away. And simulation? Nothing about Star Citizen is realistic. No Newtonian physics, no orbital mechanics, space ships with windows, space ships with faster than light travel, space ships with pew pew guns instead of drones and missiles, space ships hand flown instead of being flown by the autopilot, within visual range combat in space, ect ect. It's an arcade game! So why all this talk about having to learn how to fly space ships and such? Why can't SC just admit it and embrace the Freelancer/space opera-esque model of graphics, ship design, combat, solar systems, ect? An MMO done is this style seems like it could be fun. I never played Wing Commander, but from what I know nothing about that games were high fidelity, superior graphics, or good simulators. They were just another space opera game it seem to me.

It's not about having nice graphics and fidelitousness, at least not directly. It's about having *better* graphics and fidelitiousness than the enemy. That's it.

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Scruffpuff
Dec 23, 2015

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

colonelwest posted:

There’s definitely an inherent tension between portraying the huge scale of space and actually making all of that space interesting, which no game has ever fully resolved. You can procedurally generate an entire galaxy like in Elite, but actually making any of it compelling in a gameplay sense still requires very labor intensive manual processes.

I think the problem is that nobody has bothered to decide what's important and nail down the illusion rather than trying to walk a tightrope between proc-gen vs handcrafted, limitless and generic vs. smaller and tighter experience.

Frankly, it's possible to do both. Imagine you have a proc-gen system like Elite, that takes care of your vastness. That tech has been nailed down forever. But then, you sit down and create your space opera. You decide which planets will be part of your theme park story, and you start with one or two. Add fast-travel options between them. Hand-craft the planetary points of interest, and keep them small. Again - fast travel and teleports.

When you're in the story-driven themepark mode of play, it's all about teleporting or auto-landing to points of interest etc. When you're sandboxing it, it's about manually landing space to planet like in Elite.

People who want the sandbox can gently caress off from the story within the first hour and fly off into the infinite ala Elite. Those who want the story can follow the MMO breadcrumbs and use fast travel and have epic setpieces. Eventually each type of player will dip their toes into the other half of the game.

gently caress this fidelity space battle hands controlling the commando who's drinking the coffee that's fueling the argon levels that's blowing on the sexy bear. gently caress all that. Just recreate the wheel - the games I described already exist. Merge them, polish them, give them a good feel, then decide how to expand on the experience. A hybrid approach is fine. The people who want the infinite are so stubborn that they won't accept the idea that a different approach might wind up very fun.

Scruffpuff fucked around with this message at 04:10 on Apr 27, 2020

AlmightyPants
Mar 14, 2001

King of Scheduling
Pillbug
Has there been anything interesting in the past 2 months? I just realized that I forgot about the scam due to the real world and being totally overworked lately. Anything ever come close to the majesty of the guy with a plastic bag on his head? That, to me, is peak star citizen.

Thoatse
Feb 29, 2016

Lol said the scorpion, lmao

Pixelate posted:

Don’t you pick on 4.1 next!

That little guy is soo cuuute :catte:

Like a Thoatse post or something


https://i.imgur.com/rCPNy7e.gifv

Kosumo
Apr 9, 2016

AlmightyPants posted:

Has there been anything interesting in the past 2 months? I just realized that I forgot about the scam due to the real world and being totally overworked lately. Anything ever come close to the majesty of the guy with a plastic bag on his head? That, to me, is peak star citizen.

Sandi is with Rexzilla now.

Time_pants
Jun 25, 2012

Now sauntering to the ring, please welcome the lackadaisical style of the man who is always doing something...

Chris Roberts discovered that the key to ensuring that you don't underdeliver is never to deliver at all.

Kosumo
Apr 9, 2016

Scruffpuff posted:

I think the problem is that nobody has bothered to decide what's important and nail down the illusion rather than trying to walk a tightrope between proc-gen vs handcrafted, limitless and generic vs. smaller vs tight experience.

Frankly, it's possibly to do both. Imagine you have a proc-gen system like Elite, that takes care of your vastness. That tech has been nailed down forever. But then, you sit down and create your space opera. You decide which planets will be part of your theme park story, and you start with one or two. Add fast-travel options between them. Hand-craft the planetary points of interest, and keep them small. Again - fast travel and teleports.

When you're in the story-driven themepark mode of play, it's all about teleporting or auto-landing to points of interest etc. When you're sandboxing it, it's about manually landing space to planet like in Elite.

People who want the sandbox can gently caress off from the story within the first hour and fly off into the infinite ala Elite. Those who want the story can follow the MMO breadcrumbs and use fast travel and have epic setpieces. Eventually each type of player will dip their toes into the other half of the game.

gently caress this fidelity space battle hands controlling the commando who's drinking the coffee that's fueling the argon levels that's blowing on the sexy bear. gently caress all that. Just recreate the wheel - the games I described already exist. Merge them, polish them, give them a good feel, then decide how to expand on the experience. A hybrid approach is fine. The people who want the infinite are so stubborn that they won't accept the idea that a different approach might wind up very fun.

You don't understand Chris Roberts scam pre-alpha tech demo development.

Zazz Razzamatazz
Apr 19, 2016

by sebmojo

TheBombPhilosopher posted:

Expanse is hard sci-fi?



Anyway, can any of you folks help me understand the obsession in SC with fidelity, graphics, and simulation? Yes, nice graphics are nice, but what's wrong with stylized graphics like Freelancer and WoW? And what's with this craze about fidelity and simulation? How much does having a character model physically climb up a ladder, rung by run, add to the game verse just popping into the cockpit? How much does having the player model move around joysticks and pickup bottles and take off caps add to the game? Seems like a lot of work for a novel experience that quickly fades away. And simulation? Nothing about Star Citizen is realistic. No Newtonian physics, no orbital mechanics, space ships with windows, space ships with faster than light travel, space ships with pew pew guns instead of drones and missiles, space ships hand flown instead of being flown by the autopilot, within visual range combat in space, ect ect. It's an arcade game! So why all this talk about having to learn how to fly space ships and such? Why can't SC just admit it and embrace the Freelancer/space opera-esque model of graphics, ship design, combat, solar systems, ect? An MMO done is this style seems like it could be fun. I never played Wing Commander, but from what I know nothing about that games were high fidelity, superior graphics, or good simulators. They were just another space opera game it seem to me.

It's because the backers (and Chris) have no imagination.

When they imagine a world, even one set in the distant future- all they can come up with is the soul-crushingly average day to day drudgery that they face in their modern lives, with a futuristic veneer slapped onto it.

  • Having to sit through 10 to 20 minutes of mass transit to get where you're going? ☑

  • Dealing with a boring job? Oh, I'd just love to fly all the way out to a satellite just to press a button, thank you! ☑

  • Having to put up with raising some arbitrary bar on your HUD by eating, and drinking, and there have to be toilets! Toilets in all the ships! For fidelity!!

  • A sad pastiche of whatever game/film/TV show/book is popular at the moment? ☑

  • Straight up copying ship designs from other games, both in look- like that salvage ship they Archered from Eve Online and in style- like nearly every ship being basically the Millennium Falcon? ☑

    --- Factions and enemies that are just reskinned real life or historical ones?
  • "They're Chinese-y turtle aliens- called the Xian!!" ☑
  • Fascist Roman military empire? ☑
  • The bad guys threatening to take the Space Roman Empire out? The "Vanduul" of course! ☑

And that's not even counting all the plot points that have to be in A Chris Roberts Story™ that others have pointed out "friendly alien who turns on you", "respected leader who turns out to be a villian", ect ect.

None of them can possibly imagine something new or unique. The greatest sin of Star Citizen is that they've taken what should have been an exciting and vibrant world and made it dull and grey and stiflingly boring.

I have literally seen toasters with more personality and visual interest than anything in Star Citizen.

Look at this-


Or a more playful style-


Or this beauty-


So there you go-
Star Citizen has officially broken me, I'm posting pictures of toasters in the SC thread.




Toast Citizen

Zazz Razzamatazz
Apr 19, 2016

by sebmojo


Are you happy Chris?



This is what I'm reduced to.



Oh hey, you also ripped off Hello Kitty too, right?

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

I have (an emulation of) the Flying Toasters screensaver on my work laptop and it has more personality than Star Citizen.

trucutru
Jul 9, 2003

by Fluffdaddy
Toaster chat?

https://www.youtube.com/watch?v=1OfxlSG6q5Y


well-designed antique toaster (x-wing) vs the future of toasters (star citizen)

trucutru fucked around with this message at 05:11 on Apr 27, 2020

Zazz Razzamatazz
Apr 19, 2016

by sebmojo

trucutru posted:

Toaster chat?

https://www.youtube.com/watch?v=1OfxlSG6q5Y


well-designed toaster (x-wing) vs the future of toasters (star citizen)

I like his videos

Flannelette
Jan 17, 2010


Zazz Razzamatazz posted:

I like his videos

Youtubers that go to effort to make really fun educational series like what used to be on TV are the best yeah.
The one that does VFX videos and break downs of viral videos but as a character made up for the series instead of just himself is good to.

Sankis
Mar 8, 2004

But I remember the fella who told me. Big lad. Arms as thick as oak trees, a stunning collection of scars, nice eye patch. A REAL therapist he was. Er wait. Maybe it was rapist?


That's Captain Disillusion. His stuff is fantastic.

Quavers
Feb 26, 2016

You clearly don't understand game development
:reddit: Doors control, Service beacons, Ship destruction (Dev Responses)

Granular control of doors https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/granular-control-of-doors/2965999

:shepspends: I was wondering what the chances are of being able to only open a door halfway. If you could only let a door open halfway when you are being boarded you could create choke points allowing for a more defensible position.

:trustme: I actually worked on the current door component we use in the game so I can give some insight here. There's multiple different animation styles that the doors use. Some of them are authored so that the animation is a one-shot open/close and cannot pause. There are others that are animated, but marked up so they can be procedurally driven from code. Whenever you're walking towards a door with a proximity sensor that starts closing, then detects you and then reverse and opens immediately, that's one of these. There's also some doors that have the bones directly procedurally driven from code, just basic linear interpolation, nothing too fancy, and those can also smoothly interpolate to any position or just stop at any point. So anyways the point is there's a lot of doors that can definitely support this behavior and we already kind of do this in one case. I also worked on breaching, where if you shoot a door enough it will crack open and unlock. That works because they use these procedural style doors and move into a position that's partially opening. We could definitely generalize that for damage, or come up with some method to purposefully partially open a door.
Now the better question is how you go about doing that. Anytime you add new features into the game there's a complexity cost you eat into. The more things players have to mentally keep track of the more taxing it is mentally. Now as a more experienced player that will sound silly, of course you want all the complexity and decisions. But the truth is not everyone is a powergamer, and so a common design trick is to make things that are apparently simple, but the more you engage with it and understand the complexity, the more you're able to be more expressive in the system. This is known as "lenticular design", anyways the point is if you make all doors have really complex interaction schemes, partial open, breach, manual override, security features, etc.. you may have just added a ton of mental overhead to the game, maybe that's fine, maybe not, but there could be some ways to hide it. Like put the panel to the side and so you can happily play SC for your entire life and never have to engage with it unless you decide to or learn something that pushes you to engage more.
So long story short, there would be some design and code work, but there's absolutely nothing fundamentally that could prevent this, that said not sure if something like this is on anyone's radar atm, though to be fair it's been a while since I've worked on doors which are owned by another team now.


Question about plans for service beacons https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/question-about-plans-for-service-beacons/2966010

:shepspends: It has been stated that activities like cargo hauling will eventually become more and more dangerous because of piracy. Thus escorted convoys may become very important in the future in order to make much profit.
CIG seems to plan an implementation of a ingame reputation system for a better evaluation of potential service provider. Nontheless I am wondering if there are any plans to have tenderings addressing only a limited and specific group of people (i.e. members of the same org.)
A service beacon with a random stranger includes only a single event and this short term focus won't necessarily discipline the contractual parties involved. The upcoming reputation system cannot completely surrogate genuine trust in people you know since it will have it's limitations.
On the other hand People within an organisation probably tend to fullfill job assignments much more faithfully than a complete stranger because consequnces or sanctions for betrayal might be much more severe (e.g. exclusion of the org.). The membership within an organization is a rather long lasting relationship to a certain group of people. The commitment to this entity may let you hesitate to deceive their members in the first place.
Furtermore organisations would become much more interesting for people with starter ship if memberships were required for getting lucrative assignments. Organizations would also gain the opportunity to foster social interactions between members through financial incentives and motivate it's members to participate in those events.
Will there be the option to create service beacons which are limited to orga- mates?

:trustme: The good news is the same gameplay team that works on service beacons also works on the party and group system. We've brainstormed lots of cool new additions to service beacons and also missions regarding party members and org mates. Now that the party and contacts system is maturing with the most recent changes in 3.9 I think things like that will get more possible, it's really just a matter of when not if. We have a lot of priorities and there's always a balance we have to strike between filling out more fundamental features in the game and maturing the ones we already have, and what features are higher priority than others


Surviving a ship destruction https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/surviving-a-ship-destruction/2966021

:shepspends: In many different wars in human history we have had ships that were "destroyed" and sank but survivors were alive in sealed cabins and survived to be rescued. In Sci-Fi novels and movies we see this occur really often and its great for story telling.
Will we ever see a point were somone in the aft compartment of a constelation or in the crew quarters of the carrack could survive the ship being blown into multiple pieces and be trapped in their room without an airlock knowing that on the other side of the hallway hatch is hard vaccume?

:trustme: If you search spectrum I'm sure you can find some old answers of mine where I've addressed this. Long story short is, this is something we've wanted for a long time. We've made some important steps towards making it possible, but there's still a good amount of work to do to get it to work like you imagine. Like many things, it's a combination of building up tech and balancing priorities. I don't want to speak any kind of ideas on dates or anything, but do know that this is not forgotten.



TL;DR:
DOORS :argh:
We've brainstormed... we have a lot of priorities :eng99:
We've wanted... important steps... to get it to work like you imagine :pray:

Quavers fucked around with this message at 05:52 on Apr 27, 2020

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
I didn't expect much from "Prison game play" being that it's CIG and also what could possibly be fun about something called "prison gameplay"? But boy, this is even more underwhelming than I expected. The whole thing is a slog, you either left click for 30+ minutes to "earn" you freedom or you navigate the static escape route which never changes and apparently the guards despite losing dozens of prisoners a day don't ever bother fixing the broken escape vent. Or better yet you just log off and come back tomorrow with zero crime stat.

Very cool, I'm sure this will add many hours of fun and memorable game play for Citizens to interact with and not be yet another mindless time sink dressed up as a game.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Quavers posted:

:reddit: Doors control, Service beacons, Ship destruction (Dev Responses)

Granular control of doors https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/granular-control-of-doors/2965999

:shepspends: I was wondering what the chances are of being able to only open a door halfway. If you could only let a door open halfway when you are being boarded you could create choke points allowing for a more defensible position.

:trustme: I actually worked on the current door component we use in the game so I can give some insight here. There's multiple different animation styles that the doors use. Some of them are authored so that the animation is a one-shot open/close and cannot pause. There are others that are animated, but marked up so they can be procedurally driven from code. Whenever you're walking towards a door with a proximity sensor that starts closing, then detects you and then reverse and opens immediately, that's one of these. There's also some doors that have the bones directly procedurally driven from code, just basic linear interpolation, nothing too fancy, and those can also smoothly interpolate to any position or just stop at any point. So anyways the point is there's a lot of doors that can definitely support this behavior and we already kind of do this in one case. I also worked on breaching, where if you shoot a door enough it will crack open and unlock. That works because they use these procedural style doors and move into a position that's partially opening. We could definitely generalize that for damage, or come up with some method to purposefully partially open a door.
Now the better question is how you go about doing that. Anytime you add new features into the game there's a complexity cost you eat into. The more things players have to mentally keep track of the more taxing it is mentally. Now as a more experienced player that will sound silly, of course you want all the complexity and decisions. But the truth is not everyone is a powergamer, and so a common design trick is to make things that are apparently simple, but the more you engage with it and understand the complexity, the more you're able to be more expressive in the system. This is known as "lenticular design", anyways the point is if you make all doors have really complex interaction schemes, partial open, breach, manual override, security features, etc.. you may have just added a ton of mental overhead to the game, maybe that's fine, maybe not, but there could be some ways to hide it. Like put the panel to the side and so you can happily play SC for your entire life and never have to engage with it unless you decide to or learn something that pushes you to engage more.
So long story short, there would be some design and code work, but there's absolutely nothing fundamentally that could prevent this, that said not sure if something like this is on anyone's radar atm, though to be fair it's been a while since I've worked on doors which are owned by another team now.


Question about plans for service beacons https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/question-about-plans-for-service-beacons/2966010

:shepspends: It has been stated that activities like cargo hauling will eventually become more and more dangerous because of piracy. Thus escorted convoys may become very important in the future in order to make much profit.
CIG seems to plan an implementation of a ingame reputation system for a better evaluation of potential service provider. Nontheless I am wondering if there are any plans to have tenderings addressing only a limited and specific group of people (i.e. members of the same org.)
A service beacon with a random stranger includes only a single event and this short term focus won't necessarily discipline the contractual parties involved. The upcoming reputation system cannot completely surrogate genuine trust in people you know since it will have it's limitations.
On the other hand People within an organisation probably tend to fullfill job assignments much more faithfully than a complete stranger because consequnces or sanctions for betrayal might be much more severe (e.g. exclusion of the org.). The membership within an organization is a rather long lasting relationship to a certain group of people. The commitment to this entity may let you hesitate to deceive their members in the first place.
Furtermore organisations would become much more interesting for people with starter ship if memberships were required for getting lucrative assignments. Organizations would also gain the opportunity to foster social interactions between members through financial incentives and motivate it's members to participate in those events.
Will there be the option to create service beacons which are limited to orga- mates?

:trustme: The good news is the same gameplay team that works on service beacons also works on the party and group system. We've brainstormed lots of cool new additions to service beacons and also missions regarding party members and org mates. Now that the party and contacts system is maturing with the most recent changes in 3.9 I think things like that will get more possible, it's really just a matter of when not if. We have a lot of priorities and there's always a balance we have to strike between filling out more fundamental features in the game and maturing the ones we already have, and what features are higher priority than others


Surviving a ship destruction https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/surviving-a-ship-destruction/2966021

:shepspends: In many different wars in human history we have had ships that were "destroyed" and sank but survivors were alive in sealed cabins and survived to be rescued. In Sci-Fi novels and movies we see this occur really often and its great for story telling.
Will we ever see a point were somone in the aft compartment of a constelation or in the crew quarters of the carrack could survive the ship being blown into multiple pieces and be trapped in their room without an airlock knowing that on the other side of the hallway hatch is hard vaccume?

:trustme: If you search spectrum I'm sure you can find some old answers of mine where I've addressed this. Long story short is, this is something we've wanted for a long time. We've made some important steps towards making it possible, but there's still a good amount of work to do to get it to work like you imagine. Like many things, it's a combination of building up tech and balancing priorities. I don't want to speak any kind of ideas on dates or anything, but do know that this is not forgotten.



TL;DR:
DOORS :argh:
We've brainstormed... we have a lot of priorities :eng99:
We've wanted... important steps... to get it to work like you imagine :pray:

Idiotic question number 1 - Yes, its something we'd like to do one day.
Idiotic question number 2 - Yes, its something we'd like to do one day.
Idiotic question number 3 - Yes, its something we'd like to do one day.
Idiotic question number 4 - Yes, its something we'd like to do one day.
etc.

Drunk Theory
Aug 20, 2016


Oven Wrangler

AlmightyPants posted:

Has there been anything interesting in the past 2 months? I just realized that I forgot about the scam due to the real world and being totally overworked lately. Anything ever come close to the majesty of the guy with a plastic bag on his head? That, to me, is peak star citizen.

No. Like really a whole lot of nothing. Though the recent patch is so broken that a lot of the citizens were very vocal and negative for awhile. In fact, I'd say even reddit is mostly negative these days.

Far, far too late to fix/help anyone or anything.

Flannelette
Jan 17, 2010


What was the other game, a mmo I think from ages ago that had the same content creep problem as SC only without the money black hole and lasting for a decade. Had hilarious lists of dev chats where they were answering dumb questions about all the pointless things you could do in the non existent game when it was finally done.

his nibs
Feb 27, 2016

:kayak:Welcome to the:kayak:
Dream Factory
:kayak:
Grimey Drawer
https://thumbs.gfycat.com/SickFaroffHalibut-mobile.mp4

MedicineHut
Feb 25, 2016

Sarsapariller posted:

Elite has definitely highlighted to me the limits of procedural content as far as making a fun game. It's absolutely brilliant in what it does, and I'm constantly impressed and even blown away by the technology behind things like the planetary engine. Procgen turned out to be really good at background stuff. Really really good at it. But the only content that's going to stick in a player's mind after the first procgen encounter is the human-generated stuff, be it from devs or other players. Human beings are literally built around filtering out similarity, mentally- it's how our brains keep us alert to changes in our environment. Procgen makes great background noise. But it's still just background noise to the human brain after the settling-in period. I think my dream Elite would be the same game with greater sandbox elements and a single-player story with actual characters, unique settings and encounters, and a distinct narrative arc to follow through. Imagine Elite with multi-player dungeons, hand designed!

The problem with the existing model of Elite is that second part you mention- "Preventing the players from destroying the game." Way too much of the game is designed to play itself, rather than to be an engaging sandbox for the player. It's locked down so tightly that it doesn't feel engaging, at least once you've reached the end of the ship progression path. The world is simply there, untouchable, uninteractive. It's a fishtank where you can drop an ethereal camera down and float it around, but cannot otherwise engage with the inhabitants. It can be neat to sit in your cockpit and watch NPC's fly into a station and listen to radio chatter... until you fly 500 light years away and witness the same scene with different colored lighting.

Meanwhile Star Citizen has veered so hard in the other direction that it has ended up on the rocks. Everything is hand tooled and custom designed, every aspect of the experience, even the planetary biomes. Except they gently caress it all up and nothing fits together and the whole thing collapses. If it were being done competently, though, the game would still be impossible to produce because you just can't expect to fill out whole worlds when you're focused on poo poo like coffee cup placement.

I think I fully agree with that second paragraph in particular, and that is one of the main reasons I stopped playing Elite a long time ago (hundreds of hours tho so kuddos to Frontier for making me stick for so long, and especially thanks to VR). But I think it also refers to a view of Elite emminently single player.

I keep tabs with what is going on in the world of Elite and the one thing you consistently and recurrently see, weather in the forums/reddit or in news articles is a ton of player generated activities, from multiple expeditions, to players organising deep space search and rescue (fuel rats), to groups of players working out the lore (Canonn) and discoveries, to groups of players expanding their BGS factions etc. In other words, Elite seems to have been designed to offer players some basic tools and a terrific backdrop for players to generate their own content. And that tends to work much better if you have a group to share it with.

MedicineHut fucked around with this message at 09:16 on Apr 27, 2020

biglads
Feb 21, 2007

I could've gone to Blatherwycke



What's the over/under on Eddie Parr jacket numbers?

Quavers
Feb 26, 2016

You clearly don't understand game development

Flannelette posted:

What was the other game, a mmo I think from ages ago that had the same content creep problem as SC only without the money black hole and lasting for a decade. Had hilarious lists of dev chats where they were answering dumb questions about all the pointless things you could do in the non existent game when it was finally done.

Shroud Of The Avatar?

Flannelette
Jan 17, 2010


Quavers posted:

Shroud Of The Avatar?

No it was way way ago around everquest time and the it was either a fantasy mmo or just a open world fantasy game but the devs kept talking about more and more stupid dumb stuff they were adding in the game while getting further and further from a functional product and of course it never came out because there was no endless money jpg store back then.

Kosumo
Apr 9, 2016

Flannelette posted:

No it was way way ago around everquest time and the it was either a fantasy mmo or just a open world fantasy game but the devs kept talking about more and more stupid dumb stuff they were adding in the game while getting further and further from a functional product and of course it never came out because there was no endless money jpg store back then.

Star Citizen?

peter gabriel
Nov 8, 2011

Hello Commandos

Flannelette posted:

No it was way way ago around everquest time and the it was either a fantasy mmo or just a open world fantasy game but the devs kept talking about more and more stupid dumb stuff they were adding in the game while getting further and further from a functional product and of course it never came out because there was no endless money jpg store back then.

Vanguard or Tabula Rasa?

Gort
Aug 18, 2003

Good day what ho cup of tea
Tabula Rasa came out, I know because I owned it :(

Sanya Juutilainen
Jun 19, 2019

by Jeffrey of YOSPOS

Scruffpuff posted:

I think the problem is that nobody has bothered to decide what's important and nail down the illusion rather than trying to walk a tightrope between proc-gen vs handcrafted, limitless and generic vs. smaller and tighter experience.

Frankly, it's possible to do both. Imagine you have a proc-gen system like Elite, that takes care of your vastness. That tech has been nailed down forever. But then, you sit down and create your space opera. You decide which planets will be part of your theme park story, and you start with one or two. Add fast-travel options between them. Hand-craft the planetary points of interest, and keep them small. Again - fast travel and teleports.

When you're in the story-driven themepark mode of play, it's all about teleporting or auto-landing to points of interest etc. When you're sandboxing it, it's about manually landing space to planet like in Elite.

People who want the sandbox can gently caress off from the story within the first hour and fly off into the infinite ala Elite. Those who want the story can follow the MMO breadcrumbs and use fast travel and have epic setpieces. Eventually each type of player will dip their toes into the other half of the game.

gently caress this fidelity space battle hands controlling the commando who's drinking the coffee that's fueling the argon levels that's blowing on the sexy bear. gently caress all that. Just recreate the wheel - the games I described already exist. Merge them, polish them, give them a good feel, then decide how to expand on the experience. A hybrid approach is fine. The people who want the infinite are so stubborn that they won't accept the idea that a different approach might wind up very fun.

I believe this could "kinda" work. The small space opera would run into typical MMO problems, though - small hand-crafted PoIs would be chock full of adventurers like you, breaking any single-player illusion of "I am the sole hero that solves this!"

Anyone remembers the old Maplestory PQs?

marumaru
May 20, 2013



Quavers posted:

:shepspends: It has been stated that activities like cargo hauling will eventually become more and more dangerous because of piracy. Thus escorted convoys may become very important in the future in order to make much profit.

how will you implement piracy on cargo ships when in QT they're moving fast as gently caress and smaller ships are slower than big ships
how will you find them on the 3D space map
how will you stop them (if you dont own the $150 ship that can stop QT travelling ships)

buy a mantis

peter gabriel
Nov 8, 2011

Hello Commandos

Gort posted:

Tabula Rasa came out, I know because I owned it :(

Same, I was in the beat and it shows what I thought of it as before your post I never knew it released :v:

Scruffpuff
Dec 23, 2015

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

Flannelette posted:

No it was way way ago around everquest time and the it was either a fantasy mmo or just a open world fantasy game but the devs kept talking about more and more stupid dumb stuff they were adding in the game while getting further and further from a functional product and of course it never came out because there was no endless money jpg store back then.

Sounds like Wish.

marumaru
May 20, 2013



:reddit: posted:

Annoyed that I didn't turn of the FPS counter


:lol::lol::lol::lol::lol::lol::lol:

Scruffpuff
Dec 23, 2015

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

That can't be real.

marumaru
May 20, 2013





fidelity

Mu77ley
Oct 14, 2016

Inacio posted:



fidelity

That's some tan line...

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

lmao

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Mu77ley posted:

That's some tan line...

Yeah, I mean did he set his oven to 375 and place his head in it?

Dwesa
Jul 19, 2016

Maybe I'll go where I can see stars

Inacio posted:



fidelity
-100 °C survivalist gameplay; human head transplants, never done before etc.

Flannelette
Jan 17, 2010


Scruffpuff posted:

Sounds like Wish.

I think it was that one yeah.



Takes a lot of power to render that indecipherable mess of boxes.

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Solarin
Nov 15, 2007

Popete posted:

The Something Awful Forums > Discussion > Games > Star Citizer: Escort Military Pirate Salvage Repair Refueling Rearming Exploration Tuning / Engineering Info Running / Hacking Racing Farming Passenger Transport / Taxi driver Luxury / Diplomatic Transport Espionage Science & Research Search & Rescue News Reporter Barista Archaeology Space Tourist Translator Ship Delivery Ship Recovery / Tug

let's tug

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