Name: Anonymous 2005-11-27 18:13
Disconnected ramblings follow.
Having recently moved to a totally new environment and being without transportation I've spent my time replaying old computer games and downloading freeware off the interweb (when I can). While playing Cube, an open-source first person shooter, I fell into the water on one of the levels, and just swimming around there I had a flashback to one of my first gaming experiences: playing an old copy Wing Commander II on a dusty 486 more than a decade ago, in 1994.
The thought put a damper over the rest of the evening.
Nobody has been able to make an original space shooter of any note for the last half-decade. I'm not talking about independent simulations like Starshatter (as worthy as they are of mention), or space trading games that owe more to Elite and financial spreadsheet simulations, or whatever it is that Derek Smart makes these days. I want action, barrel-rolls, white-knuckled combat I can leap into, and the more I play first-person shooters, the more evident it becomes my ambitions are too mighty to be confined to the ground. I'm sure I'm not the only person who feels this way.
Here's a thought: why not bring the FPS into space?
I'll say it: Freelancer. A step in the right direction, but obviously not enough. I'll admit Digital Anvil pulled off mouse control better than I'd expected, but overall the execution was far more conservative than it needed to be. The whole guns-on-gimbals gidget robbed the game right away of a lot of challenge (and forced DA to give the AI superhuman evasive maneuvers just to keep things balanced!) and all around the board there seemed to be a conscious dumbing down of gameplay elements - infinite weapons power, all ships given the same speed, even simple things like the ability to roll! I was modding Freelancer almost from the day I bought it, and even though there's been a lot of progress made the fundamental game dynamic is simply broken.
All this just because Microsoft was scared to sell a space shooter that used a mouse!
Sure, the golden age of joysticks is past. We're probably never going to see computer companies throwing in a joystick as part of their packages ever again. That doesn't mean either that
(A the space shooter is dead
(B a new space shooter must shun joysticks
If Freelancer had simply been a space shooter sans joystick, it could have been a great game. It was more than possible! Babylon 5: I've Found Her played great with a mouse. Hell, I went through Wing Commander II using a mouse, and I'm no l33t g4m3r with m4d sk1llz, or whatever the kids call themselves. At its core, the space shooter is no more complex than a "traditional" FPS*; picture the following setup:
You use the mouse to point and shoot. Left fires guns, right fires missiles.
WASD is the same as always, except W= throttles up, S= throttles down (or reverse throttles, if this is a newtonian game), A and D roll left and right.
Take that, throw in a simple deathmatch mode, and you've got a fun little game right there. Anyone with a mouse and keyboard (or gamepad!) could play it, and using this as a base, one could revitalize the entire genre. It amazes me, with so many people doing amazing things in freeware and open source, nobody else has apparently thought of this concept.
tl;dr GIMME QUAKE IN SPACE
Having recently moved to a totally new environment and being without transportation I've spent my time replaying old computer games and downloading freeware off the interweb (when I can). While playing Cube, an open-source first person shooter, I fell into the water on one of the levels, and just swimming around there I had a flashback to one of my first gaming experiences: playing an old copy Wing Commander II on a dusty 486 more than a decade ago, in 1994.
The thought put a damper over the rest of the evening.
Nobody has been able to make an original space shooter of any note for the last half-decade. I'm not talking about independent simulations like Starshatter (as worthy as they are of mention), or space trading games that owe more to Elite and financial spreadsheet simulations, or whatever it is that Derek Smart makes these days. I want action, barrel-rolls, white-knuckled combat I can leap into, and the more I play first-person shooters, the more evident it becomes my ambitions are too mighty to be confined to the ground. I'm sure I'm not the only person who feels this way.
Here's a thought: why not bring the FPS into space?
I'll say it: Freelancer. A step in the right direction, but obviously not enough. I'll admit Digital Anvil pulled off mouse control better than I'd expected, but overall the execution was far more conservative than it needed to be. The whole guns-on-gimbals gidget robbed the game right away of a lot of challenge (and forced DA to give the AI superhuman evasive maneuvers just to keep things balanced!) and all around the board there seemed to be a conscious dumbing down of gameplay elements - infinite weapons power, all ships given the same speed, even simple things like the ability to roll! I was modding Freelancer almost from the day I bought it, and even though there's been a lot of progress made the fundamental game dynamic is simply broken.
All this just because Microsoft was scared to sell a space shooter that used a mouse!
Sure, the golden age of joysticks is past. We're probably never going to see computer companies throwing in a joystick as part of their packages ever again. That doesn't mean either that
(A the space shooter is dead
(B a new space shooter must shun joysticks
If Freelancer had simply been a space shooter sans joystick, it could have been a great game. It was more than possible! Babylon 5: I've Found Her played great with a mouse. Hell, I went through Wing Commander II using a mouse, and I'm no l33t g4m3r with m4d sk1llz, or whatever the kids call themselves. At its core, the space shooter is no more complex than a "traditional" FPS*; picture the following setup:
You use the mouse to point and shoot. Left fires guns, right fires missiles.
WASD is the same as always, except W= throttles up, S= throttles down (or reverse throttles, if this is a newtonian game), A and D roll left and right.
Take that, throw in a simple deathmatch mode, and you've got a fun little game right there. Anyone with a mouse and keyboard (or gamepad!) could play it, and using this as a base, one could revitalize the entire genre. It amazes me, with so many people doing amazing things in freeware and open source, nobody else has apparently thought of this concept.
tl;dr GIMME QUAKE IN SPACE