Re: The Current state of Space games in general
Posted: Thu Apr 21, 2016 12:19 pm
Space games have a definite appeal, especially for smaller and homebrew developers. On the technical side, they're (relatively) easy to do: if you stay off-planet, there's no landscape to model, and not much in the way of obstacles to worry about. Yes, your player might plough into an asteroid or a station, but you don't have to worry about the walls, trees, rocks, furniture, barrels etc. that clutter up the average FPS. And movement is usually unconstrained in 3D: you don't need to check if there's a floor under your character, or provide them with ramps, stairs, ladders and so on. Plus, things players do encounter can be kept big, (largely) uncomplicated, and for the most part unanimated: in a fight between starships you don't need to show legs, or fur, or clothing flapping about.
And people are waking up to the possibilities of procedural generation. When it was used in the original Elite, it was mostly about cramming content into a tiny space. There aren't anything like the same constraints on memory these days, but people are realising that, if you produce the right procedure - something that could conceivably be done by one person - you don't need to employ dozens of artists, animators, and writers to create a sense of scale and diversity.
Of course, all that freedom can cause problems of its own. How do you get a game to happen, if everything is really far apart? How do you get players to involve themselves imaginatively in a procedurally generated game-world - to activate the "game-in-the-head"? From what I've seen of E:D, the first bit works well (although it does depend on multiplayer, which brings its own suite of issues ... E:D's NPCs appear to be worse than useless, openly flagged as bots, and serving only to rub "You're playing a game!" in the player's face), but falls down badly on the second. This latter failing appears to me to stem from two separate causes: 1) giving players access to 100,000,000,000+ star systems, 99.9999% of which are tediously uninteresting (and making travel across these vast distances trivially quick, totally undermining any sense of scale); and 2) the clunky Federation-and-Empire setup dragged over from Frontier, which seems to infiltrate every active system in the game, leaving players no room to make their own minds up about things (something else which multiplayer inevitably screws up: you might envisage yourself living in a baroque, gothic future, but if almost everyone else behaves as if they're 2016 WEIRDoes* with spaceships, it will spoil your party).
From which I'd conclude: that scale is great, but 100 interesting star systems, replete with cities, moons, mining camps, waystations, Oort-cloud eccentrics and so on is far better than 100,000,000,000 yawns; and that individual narrative freedom is crucial.
*WEIRD: Western, Educated, Industrialised, Rich and Democratic - see Charles Stross's Guide to World-building
And people are waking up to the possibilities of procedural generation. When it was used in the original Elite, it was mostly about cramming content into a tiny space. There aren't anything like the same constraints on memory these days, but people are realising that, if you produce the right procedure - something that could conceivably be done by one person - you don't need to employ dozens of artists, animators, and writers to create a sense of scale and diversity.
Of course, all that freedom can cause problems of its own. How do you get a game to happen, if everything is really far apart? How do you get players to involve themselves imaginatively in a procedurally generated game-world - to activate the "game-in-the-head"? From what I've seen of E:D, the first bit works well (although it does depend on multiplayer, which brings its own suite of issues ... E:D's NPCs appear to be worse than useless, openly flagged as bots, and serving only to rub "You're playing a game!" in the player's face), but falls down badly on the second. This latter failing appears to me to stem from two separate causes: 1) giving players access to 100,000,000,000+ star systems, 99.9999% of which are tediously uninteresting (and making travel across these vast distances trivially quick, totally undermining any sense of scale); and 2) the clunky Federation-and-Empire setup dragged over from Frontier, which seems to infiltrate every active system in the game, leaving players no room to make their own minds up about things (something else which multiplayer inevitably screws up: you might envisage yourself living in a baroque, gothic future, but if almost everyone else behaves as if they're 2016 WEIRDoes* with spaceships, it will spoil your party).
From which I'd conclude: that scale is great, but 100 interesting star systems, replete with cities, moons, mining camps, waystations, Oort-cloud eccentrics and so on is far better than 100,000,000,000 yawns; and that individual narrative freedom is crucial.
*WEIRD: Western, Educated, Industrialised, Rich and Democratic - see Charles Stross's Guide to World-building