Re: Oolite essay: game lore, features and mechanics
Posted: Wed May 18, 2022 5:15 pm
For information and discussion about Oolite.
https://bb.oolite.space/
Redspears' frequent mods to tackle masslock reminds me that I have never considered Oolite primarily a hard and fast game. When I first got it, I honestly assumed there were supposed to be long periods of serenity, like a train ride through the space garden. And I don't remember the last time I felt bored playing Oolite. Then again, i may be a harder than average man to bore generally for reasons that are my fault.
I was forgetting that I'd already made something similar
For something like Your Ad Here that can work great but for something like ships, much less so I think.
And BCC can be expanded in a couple of ways. One way is just to add additional responses to the existing ones. PM me your suggestions and I'll add them in.
So Broadcast Comms, Death Comms, CommsPack... comms generally. Mission descriptions, personality descriptions, actually just descriptions generally. Any text or image that does not require parametric definition/ relation to parameters generally. That sort of stuff, is what I meant. And I should have said a solution, not the solution. I mean if people are sticking to flavor-based contributions and not really crowdsourcing story/lore/ooniverse specifics that create constant heretical or directional divergence, what's the harm.
Increasingly I find myself favouring low-res, hide the details visuals. I think that theres a level of detail that makes it obvious where the gaps are and sometimes 'dialing it down' gives less jarring results. For example, when watching a cartoon I no longer expect it to be a film and can start to forget it's limitations but when I'm watching a film I need a higher level of presentation in order to suspend disbelief.
Indeed and I've got a few, very modest, plans for that.
So LitF is getting there. There will be flavourful stations for several of the Rough Guide Planets in v.1.0Cholmondely wrote: ↑Wed May 18, 2022 12:42 pm(from Stranger's essay, above, but with my emphases):
Three decades ago, a procedural generator was used to dynamically fill a memory space with content that was too small for manually created and customized game worlds. Now game universes created on the server side can already take up terabytes of memory. Filling such colossal amounts of memory with meaningful content manually is a hopeless task. The current procedural generation algorithms no longer just create unique configurations of solar systems in general terms. They are used to generate unique planets with their own relief, climate and unique biota. Amazing progress ... and mostly pointless. In the truest sense of the word. No Man's Sky. Space, in which a person, by and large, has nothing to do.
I don’t mean to say that procedural generation is a waste of time. It creates the foundation of the world, freeing the game coders from the unbearable volumes of monotonous technical work. But procedural generation only sets the stage for meaningful content. Plot, history, cultural layer, lore - call it what you want, without this there is no game. And it is precisely the persistent misunderstanding of this fact that is the reason for the fiasco of the Parallel Reality 002 project. Some kind of motivation is needed to stimulate the gamer to wander purposefully, not just at random no matter where...
...The game engine technically allows these systems to be as spacious as you like, and the procedural generator is unique. The question is still how to fill this procedurally generated kaleidoscope of locations with interesting meaningful activity. The procedural generator by itself, as we noted above, cannot do this.
Designing all these 2048 systems by hand, customizing them individually, saturating them with meaning and plot - well, you know, this is far too ambitious not only for a lone amateur, but also for a team of game developers. But the good news is that you don't need to meticulously design all 2048 systems. Cosmic wonders do not have to come across at every step. Interesting hand-sculpted locations, separated by routine procedurally generated intermediate points - why not? Let's drop it offhand. 16 individually configured systems on the map, maybe even only 8 systems - this is already enough to stimulate long-distance flights within the sector. And it will be a completely meaningful game goal as opposed to the meaningless infinity of No Man's Sky, where it doesn't matter where one flies.
Let's face it, the potential of this open world is poorly realized. And here the criticisms are not directed against the developers of the game, but against the community of addon oxp developers. At first, addon developers drew inspiration from the lore that grew out of Holdstock's Dark Wheel. In Ooniversum, in addition to the hermit asteroids, which are in the default game, there are deep space dredgers, generation ships, thargoid craft - all these legends of the old Elite have been brought to life. If anything, now, the legendary planet RAXXLA can be technically created - of course, linking its search with a non-trivial plot. There is a legendary space graveyard in the Tionisla system, there are three more systems with individual settings, and finally, there is a promising, but alas, abandoned project The Famous Planets. There are finally some epic missions like Trident Down. Alas, this is practically everything that now exists and almost all of this has become so outdated that it urgently needs at least a cosmetic update. Ooniversum is not attracted by the concept of world-exploration. The first meeting with the colossal Generation Ship, of course, is impressive, but only just - I saw it, took a screenshot as a souvenir, unloaded it into the gallery and forgot. This meeting gives neither answers to old secrets, nor ties to new plots. The pulsar in the Tianve system, the orbital cemetery in the Tionisla system - the same issue. The first time one looks it is interesting, but nothing more. There are no storylines for these locations.
OK, so (simplifying) the limits of procedural generation and the lack of plot?Cholmondely wrote: ↑Wed May 18, 2022 12:42 pm(from Stranger's essay, above, but with my emphases):
Three decades ago, a procedural generator was used to dynamically fill a memory space with content that was too small for manually created and customized game worlds. Now game universes created on the server side can already take up terabytes of memory. Filling such colossal amounts of memory with meaningful content manually is a hopeless task. The current procedural generation algorithms no longer just create unique configurations of solar systems in general terms. They are used to generate unique planets with their own relief, climate and unique biota. Amazing progress ... and mostly pointless. In the truest sense of the word. No Man's Sky. Space, in which a person, by and large, has nothing to do.
I don’t mean to say that procedural generation is a waste of time. It creates the foundation of the world, freeing the game coders from the unbearable volumes of monotonous technical work. But procedural generation only sets the stage for meaningful content. Plot, history, cultural layer, lore - call it what you want, without this there is no game. And it is precisely the persistent misunderstanding of this fact that is the reason for the fiasco of the Parallel Reality 002 project. Some kind of motivation is needed to stimulate the gamer to wander purposefully, not just at random no matter where...
This is visual 'fluff': no less great than the planet descriptions were within elite but afterwards entirely forgettable.The first meeting with the colossal Generation Ship, of course, is impressive, but only just - I saw it, took a screenshot as a souvenir, unloaded it into the gallery and forgot. This meeting gives neither answers to old secrets, nor ties to new plots. The pulsar in the Tianve system, the orbital cemetery in the Tionisla system - the same issue. The first time one looks it is interesting, but nothing more. There are no storylines for these locations.
I'll need to go back over what you have written and have a ponder. But, personally speaking, I'm not really into the contracts. On the other hand, I'd love to see more made of TOGY & the TCA for example. It would be super if they were real destinations rather than eye-candy. Ditto with the Generation Ships. Something to explore. Things to find. Things to do.
Fair enough but rather than deliver package x to destination y while dodging assassins z it's essentially still a contract if it's framed as for reason x head to destination y facing challenge z.Cholmondely wrote: ↑Fri Jan 13, 2023 12:12 ampersonally speaking, I'm not really into the contracts
Understood but then each is a one-off. It's a lot of work for minimal benefit i think. Imagine if we were to achieve "meaningful encounters" in each one of those systems, the game would still have the same problem most of the time. Generic encounters could work but then 'generic' and 'meaningful' don't always combine easily. Don't let me stop you, you just might have to show me how it's done without leaving every other system dull as dishwater.Cholmondely wrote: ↑Fri Jan 13, 2023 12:12 amAs I mentioned just above, we have Lave, Tionisla, Riredi, Lerelace, Tianve & Aruszati. In each case, the oxp's just add eye-candy with the exceptions of Lave Academy, the Lerelace/Taranis mission and the RRS missions at Aruszati (which I presume are identical to those available at any RRS station). Again, I'd rather see things fleshed out with meaningful encounters, that sort of thing.
I quote the above to borrow the analogy as I think it might be a quite servicable one.szaumix wrote: ↑Wed May 04, 2022 4:42 amAcknowledgement: there was a good attempt at what basically amounts to a cool story. But Acornsoft was no J.R.Tolkien, and the Elite game was no middle earth. You can't even say it was just limited by 80s tech -- it was also limited by the fact that games just weren't that serious a thing back then. Games were a casual hobby for kids and nerds and Elite was already pushing the boundaries of both of those with its story and scope.
I can second the Thargoids end up everywhere if you have lots of OXPs installed! Lots of OXPs add more, basically none remove them.Redspear wrote: ↑Sat Jan 14, 2023 1:13 amMiddle Earth (by popular concensus at least) is rich in both detail and flavour but also remarkably cohesive and distinctive. Note that excessive detail can actually hinder cohesion (like carelessly installing every oxp) and too strong a flavour can render something monotonous (e.g. if Thargoids were everywhere, all of the time).