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RE: Chris Roberts Star Citizen
Posted: Tue Sep 18, 2012 6:35 am
by DiabloTigerSix
'sscadmin' wrote:
I would be extremely happy with a standalone game, maybe multi-platform so they can monetize the game.
But the PC version either needs a separate development or it needs to be made first and only then ported to consoles. Otherwise it'll lack too many necessary features and simply won't feel right.I'm ready to throw money at Chris Roberts, but in case this is WC, then unless EA isn't 100% isolated from the development, I might consider pirating the game.However, in my opinion, this could very well be Freelancer 2. We know Chris failed to achieve almost everything he promised for Freelancer 1 to become and fled. From the way he talks about technical limitations, this could be it. Finally, he should be able to get his failed vision, his 'unfinished business' from 10+ years ago done.
RE: Chris Roberts Star Citizen
Posted: Sat Sep 22, 2012 3:57 am
by Pinback
I think the only way EA might be involved would be as the Publishers.Get the impression from looking at the forums that don't seem to have made up there minds as to what type of game there doing.
RE: Chris Roberts Star Citizen
Posted: Sun Sep 30, 2012 12:33 pm
by Pinback
Ten to go and we might find out what they are upto, will it be a single player game or an MMO?.
RE: Chris Roberts Star Citizen
Posted: Tue Oct 02, 2012 10:47 pm
by sscadmin
Would be nice to see the I-Novae engine used in a game and it would definitely fit the bill for this sort of game.... only time will tell.
RE: Chris Roberts Star Citizen
Posted: Wed Oct 03, 2012 3:51 pm
by Pinback
Possible as it look like it will be some sort of online game, theirs an interview gamespot uk [url]http://uk.gamespot.com/news/wing-commander-creator-talks-new-project-6397488[/url] with a teaser trailer at the bottom which dose not show much.
RE: Chris Roberts Star Citizen
Posted: Sat Oct 06, 2012 11:29 am
by True
If there had been an option to submit 50€ in advance I would have already done it. Now that I read someone mentioning the big publishers I am glad I haven't spent some money already. I totally ignored the option that this game might be released by one of the big publishers. I totally assumed Chris Roberts would go for the indie distribution and everything would be fine. Expecting an online only game I didn't even have worries about piracy.Thank you for pointing that out, and let's hope it won't be an EA exclusive titel with Origin requirement, because I will definitely not install Origin on my hardware.
RE: Chris Roberts Star Citizen
Posted: Sat Oct 06, 2012 2:57 pm
by DARI
Lets hope this is not another future sad story like "Earth & Beyond"...also like to second that : "no Origin on my hardware"too bad that this already prevents me from buying Battlefield3(ya after glassing a few planets with wmd or killing too much aliens or rebels - i need something relaxing and down to earth like Battlefield !)
RE: Chris Roberts Star Citizen
Posted: Sat Oct 06, 2012 4:33 pm
by DiabloTigerSix
'DARI' wrote:
too bad that this already prevents me from buying Battlefield3(ya after glassing a few planets with wmd or killing too much aliens or rebels - i need something relaxing and down to earth like Battlefield !)
Battlefield 3? You mean that dumbed down content-lacking piece of garbage which caters to the "Call of Duty audience" (while showing BF vets the middle finger) and has too many overpriced DLC's? You don't need that. Get Battlefield 2, if you don't have it, and download these finely-tuned mods for free: id="9F5zgtna9O0"> have years of hard work behind them and are still being developed. As far as gameplay, teamwork, depth, innovation, features and overall amount of content are concerned, BF3 can't compete with either of them in any way, shape or form.
RE: Chris Roberts Star Citizen
Posted: Sat Oct 06, 2012 6:47 pm
by DARI
oh well - i was rather used to battlefield1942:desertcombat mod and my latest bf is badcompany2+vietnam for cheapbought bf2 right at start and was "f... disappointed" to say it very nice , the only reason i did not burn the whole thing must be the 45EUR price tag...a few years later i tried that mod project reality (if thats the mod that also has that blackbird recon plane with weapons - well not that realistic...)did not see much difference to vanilla bf2 - now its a dust-collecting reminder to never ever buy any EA game at full price.ya selling a few maps is the big cash cow nowadays - in bf42 there were tons of custom maps and no respawn almost everywhere and this stupid unlock system which puts new players at a very big disadvantageAnd with this i hope that in any space-trading-whatever-game are only 2 restrictions to buy a nice gun:1. money2. faction relation (although that can be also a money thing <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />
RE: Chris Roberts Star Citizen
Posted: Sun Oct 07, 2012 6:18 am
by True
Soon...Scheduled Transmission in:03 days 03 hours 43 minutes 34 seconds
RE: Chris Roberts Star Citizen
Posted: Sun Oct 07, 2012 11:38 am
by Pinback
Doesn't look good for it being a single player game.
RE: Chris Roberts Star Citizen
Posted: Sun Oct 07, 2012 1:18 pm
by True
CR answering fan questions on his page:
Quote:
Do you think it’s possible to bring space sims back into the mainstream? If so, how?YES! I feel like the appeal of Space Sims has never really gone away, it’s just that people stopped innovating and pushing the boundaries of what you could do. For me, games are all about immersion into a world. I think that’s what the Wing Commander series was best at and that was what I was aiming for when designing Freelancer. But I feel that other genres – the FPS and 3rd person action adventure – have taken this mantle and ran with it. If you look at a FPS game built in 2002 it’s a pale comparison to the sophistication of one built today. I haven’t seen the same progress in space sims. Freelancer still looks as good as most of the newer space sims. I also think that every genre needs a champion that’s passionate about pushing the genre. In FPS you had Id, Infinity Ward, Bungie and DICE, in 3rd person cover-based shooters, Epic and BioWare. Action Adventure you had Naughty Dog and so on. Since I took a break from the industry, outside of CCP’s work, space sim’s haven’t had a high profile developer to push the boundaries. I hope to change that with my new project!How do you feel about modern games; which of them have interested or inspired you?I think there’s a lot to be admired about games today – the level of graphical fidelity and sophistication is mind blowing in comparison to when I was last making games. Games that I played, finished and loved in the last few years have been the Uncharted series by Naughty Dog – possibly the most cinematic games ever made (yet!) , Battlefield Bad Company 2 and Battlefield 3 (love the whole team aspect, playing with your friends and the destructible environment), Mass Effect series (great cinematic story telling), StarCraft 2 (E-Sports!), Fallout 3 (great, deep FPS RPG) and finally Demon’s Souls – possibly the most frustrating yet rewarding game I’ve ever played. I’ve never put 200 hours into a game before but I did on Demon’s Souls. There’s some great design in the game, and I also think it harkens back to the old days of gaming where beating a level meant something. With too many of today’s games the difficulty is dumbed down so everyone can finish. Problem with this is that it’s just not as rewarding for the player. In most shooters I just charge in blasting in the single player campaign as I know if I die I will respawn a few seconds earlier. My play style is sloppy. But with Demon Souls I had to think, I had to be careful and the sense of accomplishment form beating the game was much more than I have gotten from a game in a long while.What was it that frustrated you about game development that prompted you to take this break?It was a combination of the increasing development length – Freelancer had been in production for 4 years when I sold Digital Anvil to Microsoft, frustration with the technology being able to realize the full vision I had in my head and the sense that Microsoft (and the rest of the industry) was becoming more interested in console than PC. Once you mixed in the politics that come with any large organization), it had gotten to the point I had lost my sense of fun when making games …The Wing Commander games didn’t allow much content creation, but Freelancer continues to flourish because of mods. What is your position on user-created content?Absolutely for it! I love what the Freelancer community has done, and I’m impressed what other communities like the Skyrim or Team Fortress achieve with good tools. There’s a lot of talent and creativity out there and I fully intend to enable it and support it in my new game.How did the finished version of Freelancer differ from your original vision? What did you imagine that you wish could have been included?I think it turned out pretty well, which is down to Phil Wattenbarger, Jorg Neumann and the rest of the team that finished the game after I left. Having said that, it definitely lost some its personality and flair in getting it out the door. As the team realized the sheer amount of content that was needed to build out the universe, a lot of specific content plans were lost in favor of more generic encounters / locations. The final mouse controls, while good, weren’t the ones that I saw in my head (I imagined the game being like a FPS, but in space and having the same level of shooting precision). Finally I regret not getting to follow through on the grander vision – the dynamic economy and the ability for players to all exist in a shared persistent universe.
SourceSome interesting answers. His wish for a modding community may hint for dedicated servers instead of a pay2play business modell
RE: Chris Roberts Star Citizen
Posted: Sun Oct 07, 2012 5:41 pm
by DARI
..wish there were more "failed" games like Freelancer !
RE: Chris Roberts Star Citizen
Posted: Sun Oct 07, 2012 9:21 pm
by sscadmin
Modding support is probably one of the most important things for game to keep it relevant for years to come, this is not related to space games. But the team behind Legend of Grimrock just released their mod tools package that they worked months on for free to the community and you know its going to prolong that game for a long time and increase sales. Because you know there will be some good modders that make some great content and people will see it on moddb and buy the game to just play the mod.Imagine FL with a persistent universe where all players owning the game would go to play the game...... epic <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' /> Lets do it.
RE: Chris Roberts Star Citizen
Posted: Mon Oct 08, 2012 3:53 am
by True
'sscadmin' wrote:
Modding support is probably one of the most important things for game to keep it relevant for years to come, [...]
If the company selling the game has the slightest interest in keeping a game alive for more than 2-3 years. Because, you know... who will buy CoD 8, NfS 15 or C&C 17 every 1-2 years when there are mods that are even better than the original?Regardings Chris Roberts love for Uncharted and Demon Soul I also expect a quite story driven space opera being created by him. Only 2 days left... <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_razz.gif[/url] class='bbc_emoticon' alt=':P' />
RE: Chris Roberts Star Citizen
Posted: Wed Oct 10, 2012 9:06 am
by DiabloTigerSix
Is this it? Not sure...
RE: Chris Roberts Star Citizen
Posted: Wed Oct 10, 2012 10:18 am
by Cody
That's a pretty damn good trailer! Squadron 42, eh... I like!
RE: Chris Roberts Star Citizen
Posted: Wed Oct 10, 2012 10:24 am
by True
Nice GFX! Hopefully more details soon!CryEngine 3 btw.
RE: Chris Roberts Star Citizen
Posted: Wed Oct 10, 2012 11:53 am
by True
Some details about the story:
Singleplayer/Co-op Campaign inside the military where you work your way up the ranks
At the end of the campaign you leave the military
Then the 'Open World' universe is explorable as a pirate, trader, mercenary or sth in between
This can all be done in offline mode, multiplayer is optional
Release is scheduled in 3 years
"Squadron 42" is just the military campaign/episode descriped above
Main game title will be 'Star Citizen'
More episodes will be released later (compare: guildwars franchise - one main title with several add-ons)
Crowdfunding may be used for later episodes (no Kickstarter though)
Dedicated server planned for the multiplayer of Star Citizen
Also modding support
Source (in German)You can already pledge some money @ [url]http://backup-na.robertsspaceindustries.com/[/url]
RE: Chris Roberts Star Citizen
Posted: Wed Oct 10, 2012 2:38 pm
by Pinback
I would just like to take this opportunity to wave goodbye to Egosoft and their boring economic simulation. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//bye.gif[/url] class='bbc_emoticon' alt=':bye:' /> Also maybe that lot in Cambridge should be taking notice.Awesome that it will be a single player game although disappointment that the free world will be online only, also good to see that it is PC only so there will be no console compromise.you can see the full presentation here.[url]http://uk.gamespot.com/shows/gamespot-live/?event=roberts_space_industries_gdc_panel20121010[/url]