Re: Looking ahead
Posted: Fri Mar 25, 2011 2:19 pm
The point I'm obviously not making too well is that any game which allows for player progression and development should start the player at the bottom, so they can enjoy all the potential "Ooh, nice!" moments available – those moments where your progress through the game is given some tangible reward. Elite was probably the first game to allow player progression at all: you began in an unmodified Cobra III, and all the "Ooh, nice!" moments (not counting the escalation in kill ranking) were getting new bits of kit: your new beam laser, your ECM, your fuel scoop, your Extra Energy Unit, your military laser, etc.Killer Wolf wrote:i don't get that at all. The price of ships should be immaterial up to the point the player is a good enough player to have amassed the money to afford one, and by that point i don't see anything needing a change. The economy is as it is - it fluctuates in a range and that's all the fun of finding a good paired systems to trade in, and that little gameplay joy when you hit a good price and that little gameplay droop when you fight your way to a station only to find you've made C2 a ton profit. NPC behaviour - why? traders do what they do, pirates do what they do. There's tricks and tips to trade as safe as possible until you have a better specced ship, i don't see why we need go messing w/ every AI in the game.
also, unless i totally missed the point somewhere, i thought this was all about starting OPTIONS? granted the default will/probably/should be Jameson in the Cobra w/ C100 etc, but i thought we were talking about a couple of different option for those who wanted a challenge, or pretend to be a salvager/trder/baddie pirate etc? Just like Hardwar, offering you a slightly different start if you wanted to be a trader/scavenger etc.
Oolite, however, lets players change ships. As Gimi says, the Cobra III is a really, really good ship. By starting players in a Cobra III, arguably the best all-round ship in the core game, we are denying players the chance to experience lots of other, major "Ooh, nice!" moments, as they progress from tiny little nothing ship, to slightly bigger, better ship, to actually half-way decent ship, to at long last enjoying a special "my very own Cobra III!" moment. From a pure enjoyment point of view, in a game which allows players to change ships, it's a mistake to start them off in a ship which they will quite possibly never want to change. Players should start in the smallest, least powerful ship, so they can experience all these moments of achievement as they improve.
This – what I've been banging on about anyway, to the extent that Ahruman felt it necessary to split the thread – is not about setting difficulty levels. Players should start on the bottom rung, somewhere relatively safe, where they can paddle about in a little ship, learn the basics, make a little money, and just when they're getting the hang of things they'll be able to afford their first significant step up the ladder. Frontier had this part right: because you could change ships, you started off with hardly any money, piloting an unmodified Eagle. There wasn't the option to start off with hardly any money, piloting an unmodified Imperial Courier.
However, Elite/Oolite is constructed around the assumption that the player is flying a Cobra III, and will always be flying a Cobra III. We've got canonical material giving us prices for other ships, but these were never intended to be actual working parts of the game – because no-one would ever buy a Moray, or a Python, or a Boa, or even a Cobra III. This was just window-dressing. Now, though, in Oolite, it actually matters, because we can buy new ships.
So if we wanted to make a version of the game where new players start off in the bottom-rung ship, i.e. an Adder – as they should, for the above-mentioned game-design reasons, so they don't miss out on the excitement of progressing to a Moray, then to a Cobra I, and so on – these prices start to matter a lot. Combined with the low stats of the Adder, the tiny cargo hold, the tiny earning potential of the ship, the difficulty of flying any sort of ship that's slower than a Cobra III (you are constantly stuck in traffic, for a start), the current ship and equipment prices – created for a game where the player would only ever be flying a Cobra III – make starting in an Adder a masochistic nightmare. The next rung up is so far away as to be all but unreachable, in practical terms, for new, beginning, I've-never-played-Elite-before players. Even if you reach it, you're still barely scraping by, and still in a painfully slow ship; in Elite/Oolite, the Cobra III is to all intents and purposes the minimum spec. ship you can fly and still enjoy the game – certainly as a newcomer.
The design of Elite is a function of its 32K origins. You're dropped right into things and you should get used to dying, real fast, because you're going to be doing it a lot. This isn't bad – it's just not as good as it could be now we're not constrained by 32K. It's probably offputting to a lot of new players, who are used to a gentler, and much longer, learning curve. Like Gimi says, it starts off being incredibly hard, and then quite quickly you're at the top of the tree. New equipment in Oolite, and OXP ships, help, but even so there aren't nearly as many "Ooh, nice!" moments as there could be.
A game where an Adder is a viable ship for newcomers, where they can potter around sort-of safely for a bit, before upgrading to ("Ooh, nice!") a Moray, say, and flying off into some of the slightly wilder parts to practice some more, is a game which is not Oolite. It would need:
- an expanded trading model, to allow small ships to make money at a decent rate (probably incorporating some sort of non-cargo-based courier runs)
- an altered system of ship running costs, to make these costs proportional to the earning potentials of the ships
- altered NPC behaviour, to make small ships more survivable (albeit at the cost of your cargo) and slower ships less frustrating to fly
- altered ship prices, to create a coherent and achievable progression ladder
- altered geography, to create a "paddling pool" of safe systems for Jamesons to practice in
Which is not to say that some starting options couldn't be built into the game – but the only ones opting for them would be long-time players looking for a new challenge. And they can probably sort that out for themselves anyway.