Thanks @syncviews,
Yeah, I think i kinda was being overly optimistic/enthusiastic/naive to call adding planets as ‘simple’~~ ?
I guess what got me to take the plunge and start to search out and ask about game development and concepts was that I have been following the development of ‘Star Citizen’. I'm not a backer of this game, and I don't have too strong feelings either way on it. However, wherever you stand on the whole ‘Star Citizen’ Development, I think it is a unique and interesting look into game development.
But, what really grabbed me was that, The idea of a space MMO where you can travel around planets, fly around/trade in spaceships/ walk around inside the ships and on planets, and other things, it seemed such an awesome concept…. concept is the key word here. Where Star Citizen is actually heading and what will come of it is another discussion.
So, I was thinking why hasn't any game company or development team looked at the massive funding success of Star Citizen (It's the biggest funded kickstarter for anything, not just games) and considered that there is a market for it, people must really want a space MMO with both flight and walking around (‘space legs’) to have pumped the crazy amounts of money into it, and thought about how to deliver a game that could satisfy the demand, but scale down it's ambitions in things like fidelity and focus on bringing an experience that can balance graphics / gameplay to really bring such a large scale space MMO to life.
For me personally, why I couldn't get into the whole Star Citizen thing was that it didn't lean into the whole space fantasy/space opera thing enough for me. Every character looks pretty much the same, like some kind of HALO master chief character with only slightly distinguishable variations. There seems to be only one kind of height and build for the characters… I'm not sure any of the ships seats/corridors/ladder entrances have been designed to accommodate any other physiques, it seems this kind of scalability has been completely overlooked. Imagined you could play as a 6ft menacing looking alien character? tough luck. Want to be a cool looking Nien Nunb character? Sorry. You get to be a G.I. Joe figurine looking commando same as the rest of the players in this unvierse.
There is lore there, but it seems so generic and cliched…. generic looking bad guy aliens….. generic bad guy aliens battled with humans….so many other things…. It's hard to explain exactly without turning this thread into a pages long essay, but the whole thing comes across as somewhat convoluted, not having a clear goal or inspiring story behind it.
I know they have plans to introduce other alien species to their universe (I think there's a total of 6?), but that seems light years away, and the art concepts and lore they have for them don't really grab my imagination, seem uninspired.
The spaceships, while technically unmatched, are on the whole kind of disjointed in terms of style and feeling. Feels like each one has been pulled from every different sci-fi universe and thrown into the game. They have an impressive variety of spaceships but it ends up not having a feel of THIS is Star Citizen, this is our IP, our universe. Just looks to me, here is a load of generic sci-fi spaceships , this one is ‘alien’, this one is from a ‘luxury’ manufacturer' this one is from an ‘industrial’ manufacturer…but the don't seem to have any iconic designs of their own or any kind of cohesion or heart and soul… just feel kind of soulless to me.
Even the flooring has polygonal beveling i noticed in one video. Whilst this is all great in terms of fidelity i suppose, does it really add enough immersion at the cost of performance….or….development time? How many players have stopped to look at the beveling in the floor as they run through the ships corridor and really appreciated it? Wouldn't a simpler method such as height maps allow for cool looking ships that don't require an IBM Summit computer farm to render /animate/calculate physics for them. Does having a more economic and less computational stress load of polygon loops on the edges of objects really make the game less fun or immersive? I saw a playthrough video where a guy ran to the door to the cockpit of his ship, hit the interact button to open the door, but there was a interactable ladder right next to the door also leading to a bunk bed built into the corridor wall…The door opened but the character was pulled into the ladder climb animation and so began the painfully slow (It took like 30 seconds…) climb up the ladder into the bunk bed, lay down, look up to select the'get out of bed' function', and then climb back down so he could try again. It's not over…. The character finally does enter the cockpit and has to waste more time, firstly the overly complex and time consuming‘enter seat’ animation and then the fun of first having to look in the right directions and interacting with all the flight displays and interaction options. Just Imagine….. you're on foot being chased by the space cops after you pulled off that heart racing bank heist quest you got from the space gangsters in the unlawful zone of space after you had first completed enough prior quests to earn enough gangster faction reputation points to gain an audience with the head gangster to get the quest… you traveled to the quest zone, pulled of the heist with the skin of your teeth, but you're not home free yet… The cops are on your tail! You gotta run through the back streets of your instanced quest zone (could even be a team quest with your buddies) trying to lose the cops. You make it to ship with the cops hotly on your heels. You hit the interact button to send your ships entry ladder animating its way down to the floor in all it's high polygon glory (it even has the foot grips modeled in polygons!), but no time to look and admire! as you word to yourself "c’mon, c'mon!" whilst your character slowly climbs the ladder in a high immersion animation. Finally, your in! You dash towards your cockpit door….hit the interact button. . Ooops, your character is pulled into the ‘enter bunk bend’ animation by the bunk bed ladder right next to the cockpit door….
In other cases, other space IP's like Star Wars KOTOR and others in the star wars universe seem to suffer from over saturation of what originally made Star Wars so awesome. Watching gameplay videos of crowds of cloaked figures wielding vividly rainbow colored lightsabres , or more of the same aliens and droids standing around that we have seen for so long now kinda made it lose it's magic to me.
How about a lore story where it's not generic looking bad guy aliens vs. humans, no ‘chosen one’ cliched story lines.
How about taking all the things people love about cherished space/fantasy IP's and turning them into something new.
A new universe and lore filled with wonder and excitement , put together in an achievable MMO framework that let's players live out their fantasies.
Where's the smokey space cantina full of aliens and a sense of atmosphere. A back alley with dark figures lurking. Quests that take you to new destinations that feed your imagination. An over arching story line that a player can choose to follow if they so wish.
The chance to fly through canyons in your space fighter being chased by folks who want you dead.
There's so many awesome artists and developers out there with great concepts and ideas, why do we end up with such disappointment?
Of course, this is all subjective, but there must be people out there who long for a new IP that breathes a new life into the sci-fi genre?
There must be a way to manage and find a balance of graphics /technical capabilities / other constraints into something that can offer a game to hook peoples imaginations and bring something new to the table…
But, as to how or where this would or could even begin to take shape, I don't know outside of my own story and art concepts/3D assets.
Due to life circumstances, it would be near impossible for me to attempt to bring my programming skills to anywhere near the enough the level to create any kind of working tech demo by myself.
I guess it could start with a small location and some example characters, and of course a (small) spaceship, in either Unity or Unreal? Would that be enough to garner enough interest perhaps to bring in people who would be interested in building up this project to take it further…
Dang, It turned into a wall of text~~ Anyone who read through all that and wants to help me out, anything, advice, thoughts, you have my greatest thanks.
If nothing, else, I hope it's a somewhat entertaining read for the cool folks on this forum ?
~~ Keep dreamin'~~