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Original post by Ramius
True, but think of the possibilities a modern graphics engine could provide to enhance the activity...
My dream would be the detail of a Morrowind mixed with the planetary scale of Starflight.
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Just knowing that I'm bounded not by a map but by my fuel tank would probably drive me nuts.
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lush outdoor scenery, realistic 3D terrain (adds to the mystery of exploration... "what's just over that hill?"), exotic out-of-this-world locations, and enough other bells-and-whistles to keep the exploration/resource gathering aspect from getting old too quickly.
The trick here is figuring out what "old" is. Vvardenfell in Morrowind feels like an entire planet, even though it's just one island. Now, something on the size of an entire world would have alot of repetition, simply for lack of texture variety alone. Terrain can be wildly varied, but it would look the same around the globe (which might be okay, look at Mars).
But when you say "exotic, out of this world locations" I'm expecting for life-bearing worlds you'll want just about every form of terrain we have on earth: tundra; snowy, granite, red sandstone and basalt mountains; various forests and swamps whose plants vary wildly from planet to planet; and tons of wild new animals.
The problem is that with Starflight, you filled in the lack of details with your imagination. When you encountered, say, a sessile predator, it was an icon of a tree that did damage to you by drawing a line to your terrain vehicle. So much more is required today, though.
As soon as you give an exact form to things, you start getting tired of seeing them. And across multiple planets, it would mean that you'd have to model, texture and animate
how many creatures, plants and special items???? Even procedural textures and procedural geometry for flora and fauna can only be of so much help. Players are going to want monsters with different attacks, different AI, etc. I'm not sure if they'll accept anything less simply because of what tightly focused, single-subject games have offered them to date.
Don't get me wrong, btw. I want to see this come about. But it's an ugly challenge to face.
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Probably couldn't build an entire game around it, but then neither did Starflight. Most of the game may have been centered around planet hopping, but there were enough other aspects to keep things interesting. ![](smile.gif)
I'd be curious to know how pared down this could be before it would be unacceptable. Say, twenty creature types total, with about 3 skin varieties each? Fifty different plant shapes, with about a half dozen textures each. You'd end up with "your basic big cat (panther, tiger, lion0", "your basic simian (monkey, gorilla)", "your basic bovine form (water buffalo, bison, cow)".
The only hope of making this interesting would be not to vary the forms, but to vary the properties and stats the flora and fauna had. So a spikey redwood on one planet would yeild a cure for a disease, while on another the same mesh would attack with metal eating spores. You could not hope to have hundreds of unique plants and animals times dozens of life bearing worlds.
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Another nice feature would be to liberally sprinkle unique and personable NPC's throughout the land, providing the "gotta talk to 'em all" motivation for vehicular exploration, though that might be a little too time-consuming on the development side.
More than anything it's the world "unique" that massacres a concept like this. The cheapest way to make something unique is via text. A "Sword of the Moon" is little different from a "Sword of the Stars" except in text, and then in stats. Next cheapest is gameplay variation (a sword with one attack versus a sword with two special attacks), but that still requires bug testing and balancing.
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I should add that I'm assuming the use of relatively slow vehicles for exploration purposes, as one would likely miss out on the above motivations while zipping over the landscape at Mach 8.
I'm also assuming that exploration would play a more significant role than a mere "game within a game", as pulling off the "let's solve the motivational problems by making a huge, varied universe to mess around with" solution would be rather expensive. ^_^
Yeah, your ship would be the Mach 8 through the atmosphere, but the terrain part would of necessity have to be slow just to update things. Morrowind takes some time to load its new environments, and that would pose a significant problem to a fast moving speeder at ground level.
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Just waiting for the mothership...
[edited by - wavinator on April 22, 2004 8:46:04 PM]