(borrowed the article title) Saw this and got excited. Wouldn't bother, but they do say it's coming soon, so maybe that's actually true. They're fans of the classics, so maybe this will be good. Set in our solar system, they could do some very detailed planets with all the info out there.
#3347540 - 07/21/1111:07 AMRe: Miss Wing Commander? SOL: Exodus is a return to space combat
[Re: Raw Kryptonite]
PanzerMeyer
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From the article,
Where did space combat games go wrong?
So let's start at the beginning. Why did space combat games fall away from the mainstream? Magaha said the games lost touch with what gamers want to play."I want to be Luke Skywalker flying an X-Wing and taking down the Death Star, not a guy micromanaging an array of sensors and flight controls. I want to be Apollo from BSG, annihilating enemy ships and winning massive battles, not a Ferengi trader banking credits hauling goods from point A to B, that just happens to be in space," he explained.
So basically Magaha is saying that there is only a viable market out there for space combat games that are pretty simplistic and arcade-like and which are essentialy "Space Quake".
I don't think he's saying that's the only viable type of game, he's saying that's the hole in the market. Other than EVE, space based games are not in favor now. Even the X games are a small niche. Between X1/2/3, Eve, the "living the life" thing is covered extremely well. Freespace 1&2, Wing Commander, Star Lancer, Free Lancer, Independence War, Tie Fighter/X-Wing, Rogue Squadron...some big names that people miss. That's why Freespace is still modded today. There are some others out now, like Black Prophecy, Dark Horizon, but no BIG names to really grab people again. I'm not sure that can be done without a name like Star Wars, but I'm glad for them to try. A game like this doesn't have to be all action 100% of the time, it should have a story and with any luck, a Free Lancer type of interaction system out of the ship. It's the resource gathering, mining, trade routes and that kind of thing that seems to dominate these games now. Picture Mass Effect, but with space combat instead of being land based. A variety of weapons, ships...that would be incredible. Won't be easy though.
#3347589 - 07/21/1111:54 AMRe: Miss Wing Commander? SOL: Exodus is a return to space combat
[Re: Raw Kryptonite]
PanzerMeyer
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Registered: 04/04/01
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Originally Posted By: Raw Kryptonite
Freespace 1&2, Wing Commander,
Both the Freespace and Wing Commander series of space sims had plenty of the "guy micromanaging an array of sensors and flight controls" that Magaha complains about. Even the X-Wing series of space sims had a decent amount of energy and system management involved.
Those are missions, not economy though. I think that's the point he's making. You don't make merchant trading runs in an X Wing. At least I hope that's what he means. I don't want mindless either, I just don't want so much grinding at chores, price shopping and inventory type things to keep up with.
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Originally Posted By: PanzerMeyer
Originally Posted By: Raw Kryptonite
Freespace 1&2, Wing Commander,
Both the Freespace and Wing Commander series of space sims had plenty of the "guy micromanaging an array of sensors and flight controls" that Magaha complains about. Even the X-Wing series of space sims had a decent amount of energy and system management involved.
Since you've not played any of those games post-XWA/Freespace 2, you haven't seen what he's talking about. Compared to games like Eve and X, those games WERE arcade. The systems management was quite easy. It's like the difference between Falcon 4 and A-10C.
The Jedi Master
_________________________
Back off, man. I'm a scientist.
My first 3d space game was Elite on my Commodore 64. A most definate genre-defining game. As such it had trading and combat both. Earn money to upgrade you ship, new weapons etc.
#3347696 - 07/21/1101:23 PMRe: Miss Wing Commander? SOL: Exodus is a return to space combat
[Re: Raw Kryptonite]
PanzerMeyer
Albatros pilot for the Kaiser
King Crimson - SimHQ's Top Poster
Registered: 04/04/01
Posts: 72153
Loc: Miami, FL USA
But should a game like Eve Online even be compared when we are supposedly talking about "space combat" games? Yes, both take place in space but that's where the similarities end.
I think Lucasarts dumped the X-Wing series simply because the company was going through some artistic and business changes. I highly doubt that X-Wing Alliance sold poorly compared to the previous titles. I dont know why Volition stopped after Freespace 2. Bad sales? Change in direction? Interplay published the outstanding "Klingon Academy" in 2000 but I know what happened there. Interplay got into serious financial trouble soon afterwards.
Where did space combat games go wrong? That's easy- they disappeared. Glad to hear of a new one on the horizon. Better offer a cockpit-POV however, no external-only view nonsense.
PS- the developer has his email posted on the site for the game, so I sent him a few suggestions (cockpits, joystick support, subsystem targeting)
Edited by peppergomez (07/21/1101:54 PM)
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Sales of Space Combat games collapsed after 2000. Maybe because many required a joystick to play them properly, lack of innovation or stunning graphics compared to 3D shooters? Years ago these numbers (for US market only) circulated in the web:
Quote:
1997: X-Wing vs. Tie Fighter (Balance of Power) 333,608 units ($15,333,000) Wing Commander Prophecy (and gold) 210,000 units ($7,110,000)
1998 Descent Freespace (Freespace 1) (and gold) 147,158 units ($4,563,000) Freespace expansion pack (alone) 23,000 units ($404,000) (so approximately 170,000 units and $5,000,000 for Freespace 1 in total)
Independence War 61,000 units ($2,210,000) Interplay Re-release of Battlecruiser 3000 41,037 units ($405,000)
1999 X-Wing Alliance 235,920 units ($7,457,000) FreeSpace 2 (including game of the year) 83,484 units ($2,703,000) Independence War Deluxe 23,000 units ($487,000) (so approximately 84,000 units and $2,700,000 for Independence War and its expansion)
2000 Tachyon 61,200 units ($2,112,000) Starlancer 27,390 units ($1,147,000) Allegiance 12,700 units ($443,000) X-Beyond the Frontier 10,834 units ($295,000)
2001 Independence War 10,069 units ($407,000) I can't find Jump Gate's stats for some reason, but as I recall it sold less than 10,000 units.