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Star Control: Origins - Star Control reboot from Stardock

Unwanted

Bladeract

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Star Control 2 was sort of like lightning in a bottle. Sadly I doubt that anyone can replicate it ever again, including the original guys, who suddenly want to do so now that money is involved [edit: ie since someone else is making game now].

As I recall they started off creating the character of the races by holding a contest to make music for the game. I have to wonder if the unique touch of having dozens of eclectic songs to base the character around is what made things turn out so fantastic. Remember, while the original SC had an amusing manual it was mostly a stolid workmanlike game without all the conversations and quirkiness of the second game. I did enjot it a lot but in a much different way.
 
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Zombra

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Star Control 2 was sort of like lightning in a bottle. Sadly I doubt that anyone can replicate it ever again, including the original guys, who suddenly want to do so now that money is involved.
The original creators rather emphatically have nothing to do with this project.
 
Unwanted

Bladeract

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Why are you shocked that a corporation buying someone else's IP and slandering them and saying they didn't help make it great has led to some consternation among fans?

That's one side's story, and the people who say that have wrongly used DMCAs and done many other similar annoying things, and they had 25+ years to make a game but never elected to until someone else who is legally entitled to do so made the attempt and then they tried to block them.

Stardock is one of the least douchy companies in gaming, anyone else would have never said anything publicly or tried to work with them in any way, they would have just lawyered up and started sending cease and desist letters and so on until they gave up.

I am glad Stardock is trying to make a game, I just don't think it will be easy to make anything as good as the original. If they make fun melee mechanics then that will be enough to make me happy. Anything beyond that is just icing on the cake anyway.
 
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LESS T_T

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Codex 2014
On finishing the game, narrative design, how Origins appeals to the original fans, and how Divinity: Original Sin 2's success gives them confidence that there's a market for this game as a "space RPG": https://www.stardock.com/games/article/489103/star-control-origins---may-2018

Star Control: Origins - May 2018

Greetings!

This is the LAST month for monthly Star Control updates before release....because now we're moving into weekly updates because things are moving so fast.

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The Menkmack arrive!

FINISHING
We will be announcing our official release date soon. You may have heard that we will have a big E3 presence and we anticipate announcing the final release date then. For those of you who are familiar with Stardock, you know we tend to run a bit "hot". With Star Control: Origins, being that it's a role playing game, we actually have to "finish" the game this month. That is, the..how would you guys describe this? The GAME part. That's because we need lots of time to iterate on the story.

da33b093-d81b-4341-bd65-03e1b50b6619.png


Star Control is a space RPG that focuses on the story. It's not exploration for exploration's sake
even though it's in a very big universe.



Let's talk story...

THE STORY

Think of your favorite story-driven games of all time. Star Control II, my favorite story-based game of all time (Knights of the Old Republic is pretty close though) was a wonder of pacing in its day. So for the next few months, we have to really focus on iterating story pacing.

Our lead writer, Chris Bucholz, was the first person we hired for Star Control: Origins. You may have read his work on Cracked.com. RPG games live and die on writing. Star Control, in particular, absolutely relies on having a great story. No other part of the game has gotten as much attention as the story. The entire game design and engine was created around what we wanted to do with the story.

But story and gameplay are not the same thing. For instance, how far, in seconds, should players spend traveling?

d77b98b6-b5e5-4f42-8aaf-d1f1cd92a82e.png


Determining how long it takes to travel and how far the stars
are all has to be very carefully crafted.


We have metrics and focus groups that pore over things like: how long should it take to fly to Neptune at the start? How long should it take to explore a planet? How many side quests should players run into? How many different, fully developed pathways to winning should there be, and how much should those paths mix together? Here's one from last week: How bumpy should a planet be? Detailed planets make great screenshots, but you have to be careful not to make them tedious to explore.


Stardock Fans, Classic Fans, New Fans

No challenge has been on our mind more than balancing the game for these three similar but definitely distinct groups.

Stardock has millions of fans and they tend to expect deep, massive, strategy games. Star Control: Origins is not a strategy game. At all. We did not take the Star Control 3, route but rather focused on story and adventure. But...the game does run on top of a multicore AI engine. You are most definitely part of a living universe. There are no random events. At all. None. Zero. But that doesn't mean things are scripted either. They are determinative. So your actions will change the universe. When you visit a star system, there might be a dozen ships traveling around. Freighters, Transports, civilian travelers, smugglers, pirates, military escorts, etc. They are driven by AI and are given their own priorities to accomplish, and they don't even realize that you aren't simply another AI ship (obviously they don't know they're AI either).

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Stardock fans expect our games to deliver an epic sandbox to play in.

a3e550c2-2117-45de-995a-943c45882464.png


Stardock fans also expect its games to let them mod and customize anything they want up to
and including being able to create and share their own universes, stories, ships, planets, bases, stars, etc.


Then there are the Star Control classic fans. They come in many forms, from super passionate about the lore from the classic series and wanting to know if it will manifest in Star Control: Origins, all the way up to people who remember the game, but mainly as a fun space adventure game. Star Control: Origins takes place in a different universe from the Ur-Quan universe that Star Control I/II take place in. That means it has a completely different history. But that doesn't mean that the Star Control aliens won't show up eventually. It is all driven by the story. Star Control: Origins takes place in 2088. In Star Control: The Ur-Quan Masters, humans don't encounter any classic species until 2112. So the answer here is that even though Star Control is a different universe, don't expect to run into classic aliens in Origins - but, some of them are definitely out there and not necessarily the ones you expect given the changes to history.

74982966-11d7-40aa-95cf-b8424d4e07e0.png


Fans of the classic Star Control series expect a game where writing, story, and lore have been
carefully considered. It's not about the game mechanics, it's about learning about the lore of
a universe that has been busy for a long time.


7141de59-8edb-44f1-a8ee-47a9e20a08d0.png


We think Star Control fans will, in particular, like that there are dozens of different
species with a great deal of history to them.




Lastly, you have new people. I believe there are a lot of gamers who would like to see a space RPG. Last year, Divinity: Original Sin II was a massive success. Great story. Wonderful writing. Epic presentation. That tells us that story-driven role playing games are in demand. Many people are already somewhat aware that Mass Effect is considered a remake of Star Control II (with enough changes to keep the copyright and trademark gods happy). The question will be whether the Star Control way of delivering a story (top down versus first person) will appeal to today's gamers.

62fd9581-2788-4ebb-ba63-16e7300bc62c.png


We've seen that gamers are interested in space exploration games. But they want there to be a purpose.
In Star Control you have very specific, hand-crafted, missions. There are no random quests. No random rewards.
You are exploring, but there's a reason for it.


3c7107fc-66e6-4865-bd4f-1404c7ef7088.png


We also believe that there are gamers who would like to see space combat that isn't first-person (or third person).
Star Control's top-down action allows us to come up with all kinds of devious weapons and abilities.


Next up
I will be quietly tapping some people to ask them if I can ruin the game for them. That is, a handful of people to play the full adventure game under NDA and give us feedback on areas to help with pacing and user experience. If you are interested, respond here. Note that I won't be asking many people. We will put you in the credits, it's the least we can do to rewarding your sacrifice!


More soon!

Also interview: http://comicbook.com/gaming/2018/05/24/star-control-origins-interview-bringing-back-a-pc-legend/
 

Cael

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Are you a Nintendo Fan as well? This level of corporate ballsucking is incredible.
Some people are so desperate for a Star Control game that they will suck Kim Jong-Un's dick and Saddam's dead asshole if it meant they get one that is 1% of what SC2 was. Sad little bastards.
 

LESS T_T

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Codex 2014
https://forums.starcontrol.com/4894...rigins-at-e3-and-the-pc-gaming-show-next-week

Tune in to see Star Control: Origins at E3 and the PC Gaming Show next week!
Developer interview, a brand new game trailer, playable on the show floor, and more!

ac4a86c2-7cf9-481c-b2b9-e74beda1a82c.jpg


Hey, everybody! Kristy here, and I’m going to be Stardock’s “feet on the ground” at E3 this year. We’re super excited to be participating in the PC Gaming Show on June 11th and can’t wait for you to see what we’ve got in store!

At the show and on the livestream, we’ll debut our brand new trailer for Star Control: Origins and reveal some exciting news! Director of Game Production, Patrick Shaw, will take the stage to showcase our progress on the highly anticipated game. Make sure to set your alerts for 6:00pm ET on Monday, June 11th, because you don’t want to miss all of this!

If you’re lucky enough to attend the show in person in Los Angeles, be sure to stop by our booth #2554 in South Hall! We’ll have Star Control: Origins adventure mode playable for you to try - also, I’ll be on the floor to say hello and answer questions.

To see the E3 action and keep up with all of our announcements, make sure you follow us on Facebook and Twitter. Follow this post to keep up with any updates - we can’t wait!
 

Frogboy

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Hey guys!

So latest news:

Dan Nicholson has joined the Star Control: Origins effort bringing all his music with him (between he and Riku, the new Star Control will have virtually all the old music as well as remastered versions available in game).
 

LESS T_T

Arcane
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Codex 2014
the E3 and music news, beta rollout, a description of the first 30 minute: https://www.stardock.com/games/article/489538/star-control-origins---june-week-3

Star Control: Origins - June Week 3

Greetings!

Lots of exciting things happening!

Star Control at E3

Stardock had a big presence at E3 this year where it announced the release date for Star Control: Origins - September 20. The last day of Summer!



Stardock's Patrick Shaw on stage at E3 presenting Star Control: Origins!

You can watch the trailer here:




Music

Many fans of the classic series will be happy to learn that Dan Nicholson has joined Riku Nuottajärvi on Star Control: Origins, bringing with them virtually all of the old music from the classic series with them (which we're in the process of updating).

Chapter 1 BETA!

Those of you who have pre-ordered the game can sign up to test out Chapter 1 of the main game. This beta gets rolled out to people slowly so that we can get a constant stream of first impressions.



The beginning...

The Chapter 1 beta testers give us great feedback on the core game elements, which lets us then iterate quickly on it. Star Control is the first time Stardock has ever had both of its game teams on a single game so we get through these iterations very fast. Then, we update the game and add another set of people to the beta to get their first impressions. Repeat for the next 3 months, and you have an idea of the plan.

Star Control: NOT Spore, NOT No Man's Sky

We've seen a lot of comparisons between Star Control and Spore and No Man's Sky. There are certainly many similarities, but I think we should focus on where they are very different:
  1. Star Control is about the story. There are no procedurally generated quests here. Every single mission, every single line of dialog, every "quest" you run into was hand-crafted by the Sci-Fi writing team here led by Chris Bucholz.
  2. The Star Control galaxy sits on top of an AI simulation. That is, every second the rest of the galaxy is doing its thing. You are the hero of the story but you are a small part of a much bigger universe.
  3. In Star Control, exploration is a means to an end. You are Captain Kirk, Lonestar, Malcom Reynolds - take your pick. You have a ship and you are on a mission or a job or a quest. It has been actually a challenge to get beta testers to not try to explore every planet in the solar system. Sure, you can land on every moon in the solar system (just like you can loot every house in town in Skyrim), but the question is: why do it?
What you can expect in the first 30 minutes

You are the captain of one ship. You are not building bases. You are not building an empire (at least not directly). Depending on your choices, perhaps you will be the spearhead of a Terran Empire but your job is to captain your ship, not manage an empire.

As a primer, the year is 2088. That's 70 years from now. We've developed strong AI and those who created it immersed themselves within their own technological singularity...and then abruptly left Earth, causing the governments of the world to pool resources to build an international space exploration organization: Star Control. Naturally, once the immediate uproar had died down, the endeavor quickly stalled until one day, in late Summer 2088, an alien signal was detected. It's your job to find out what's going on and that begins an adventure that will change the course of human destiny.



I see the moon...the moon sees me...

You can travel to the moon, land on it, visit it. Get to know it. But you don't have to. This isn't a game on rails. The only real gate you face is the fact that we humans in 2088 don't have faster-than-light travel. But that's not our fault. I mean, FTL in 2088? Come on (if I'm alive in 2088 I would be delighted to be proven wrong). But how that problem gets solved is a different, somewhat spoiler-y discussion.



Jupiter and it's moons

We didn't originally include Callisto but beta testers lobbied for it and we were happy to oblige.



Your ship at the start..isn't great.



One bright idea the scientists at Star Control had was to get the program to pay for itself by giving the ship a sophisticated element detection and collection system.

The Star Control lander program was designed to make it relatively easy to detect and collect valuable minerals. It mostly searches out for concentrations of pure elements as those are the easiest (and cheapest) to refine into the slurry known as resource units.

Once in awhile, you will find truly exotic and even theoretical elements such as Tzo crystals which are formed in the crust of Neutron stars. They are extremely rare and valuable.



"It's because of me they had to put up a warning sign."

Some spacial bodies you cannot land on. For example, you can't land on the sun. Not even at night. Venus is not a planet we can land on in 2088 with even our state of the art technology. Before the Chapter 1 beta began, we had the color coded Planet Data area. However, many a Founder died trying to land on Venus. So then we added the scary warning box in the bottom right. Still, people died. Finally, we have had Lt. Kerry straight out tell you not to try to land on Venus. I still think people will die.

The goal

We want to make sure we hook the player. Star Control is special. There is no other game quite like it. Its awesomeness must be apparent very quickly. That means the story needs to draw you in, the gameplay needs to be compelling and the performance has to excellent on your setup.

See you next week!


NOT Spore, NOT No Man's Sky

Many PR hurdles to overcome besides the lawsuit, I guess.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
As a primer, the year is 2088. That's 70 years from now. We've developed strong AI and those who created it immersed themselves within their own technological singularity...and then abruptly left Earth

This is Stardock's non-copyright infringing version of the Androsynth origin story.
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I like a lot of what I'm reading. A game that doesn't expect you to land on every planet ❤️

I feel weird about them revamping the old music though. They've done a nice job copying a lot of the style without using the old content ... I'd love to hear a pastiche of the old music instead of remakes. But this is a quibble.
 

LESS T_T

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Codex 2014
About modding tools' capabilities (no, not about paid mods): https://www.stardock.com/games/article/489634/star-control-origins---professional-modder

Star Control: Origins - Professional Modder

"Designer" is a rather vague term; it's my role on Star Control: Origins but it doesn't communicate particularly well what I do on the project. So how do I explain when someone asks me what it is that I do? Professional modder, is what I tell them. I create ships, but I'm not an artist. I create quests, weapons, and transform stars, but I'm not a coder. I work with the in-game ship editor and Adventure Studio, our powerful modding suite for Star Control: Origins. I'm creating content for the campaign in the same way modders later will, our entire single-player campaign is built using the tools that will be available to everyone when the game launches. My title is designer, but practically I'm a modder getting paid to make stuff for the campaign in synergy with the rest of the talented design team. So why does this matter?


With Star Control: Origins, we're allowing everyone to be their own designer of their own universe; modders can create and shape their own galaxy, making it as rich and vast as the one we're working on. Have a story you'd like to tell, or a race of aliens you like to draw? You can bring them to life now in a matter of hours. Create a planet or entire star system for your aliens, assemble ships and scatter their colonies amongst the stars, write some dialog and scripts with our visualized conversation tree, import your drawings and assign some behavior. You now have your new aliens, ready for befriending or conquering.





There's no barrier to entry for anyone who wants to create within our powerful multi-core engine, and we're actively trying to make it as simple and intuitive as possible. Alongside development of the game, we're improving and polishing Adventure Studio as well as increasing the amount of available design parts. Recently we finished working on a Building Designer to create various structures and scatter them across worlds. Customs designs can even be assigned to critters or celestial objects, so you can make your own freaky drones or massive space stations.


Another reason why our Adventure Studio and Ship Designer tools are so incredible is that we can continue to release more content and carry on the saga of Star Control easier than ever. Our fantastic writing lead, Chris Bucholz, could create an entire expansion single-handedly without need for artists and engineers in the development process. There's so much we want to with the series and are excited by what we, and a passionate community of modders, can deliver.

-Callum

 

LESS T_T

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Codex 2014
First entry of weekly journal count down to the release date, talks about the simulation of "the living universe": https://www.stardock.com/games/arti...origins-prelude-1-of-13---the-living-universe

Star Control: Origins Prelude 1 of 13 - The Living Universe

Greetings!

We now have an official release day: September 20, 2018! Almost five years since we began our adventure with Star Control.

For this occasion we have begun to number these journal entries to count up to week 13, which is when the game gets released!

13 weeks...Not much time. So even though it's a Sunday as I write this, and my birthday, I'm pleased to share this blog to let you know where we are.


The Living Universe
You are the captain. This is your story....

...However...

Your story happens within a much larger universe. One that is being simulated many times per second.

Star Control is an RPG. But under the covers, there is a lot of strategy game-like AI to make the various empires behave how you would expect them to behave. Empires will grow. Empires will shrink. Your actions will have dire consequences for some, and be a tremendous boon for others. It just depends on your choices.

That said, I personally get skeptical when I see "living universe" type claims from games these days. I'm jaded. I suspect some of you are too. So let me walk you through, specifically, what I mean by that.

Star Control is not a strategy game. Not even a little bit.

We are best known for our strategy games. Galactic Civilizations and Sins of a Solar Empire, for example. We have a lot of experience on those types of games. That's why when we began development for Star Control: Origins, we brought in a lot of new people, people familiar with RPGs, and talented writers who understand what Star Control is supposed to be: an epic adventure filled with colorful characters, meaningful choices, and most of all, great writing.

But our strategy game experience has been very beneficial, because it allows us to look at the setting from a grand strategic point of view. For example:



The Drenkend are one of the empires in the Scryve sector of the mid-Spur region of space (where we live). They don't simply have a single ship. That would make no sense. They have freighters, haulers, transports, personal transports, security (sort of like police), as well as various types of military ships.

The same is true with the Scryve, who are the main power of the Scryve sector (the name of the sector gives it away):



And here's the MuKay:



These are 3 of the many species that are just doing their thing. Powered by AI, they will run from danger, fight each other, ignore you, or pursue you. It all depends on what their job is.

I don't know about you guy,s but when I play a game in a "living world," I expect to see someone delivering goods and services, people traveling, businesses doing...well, business. Does that mean each of these ships you intercept will have some sort of "kill the space rats in the space basement" quest? No. Most of them have no interest in you. They have their own thing.

What I can say is that what they do is not random. It's more akin, to borrow a popular show analogy, to Westworld. You, the player, are the butterfly effect in this universe. You are the only random element in our...harmony.
 

LESS T_T

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Codex 2014
Interview with lead producer about universe simulation and its reactivity, modding, fleet battle, and the shadow of No Man's Sky: https://venturebeat.com/2018/07/02/...e-reboot-updates-the-classic-series/view-all/

Star Control: Origins lead producer explains how the reboot updates the classic series

Publisher Stardock is reviving the Star Control series with its own update called Star Control: Origins, which hits PC on September 20. This new take on the classic space-exploration adventure games is giving players a simulated universe to discover while maintaining the story-driven gameplay that made so many people fall in love with Star Control II: The Ur-Quan Masters.

I recently spoke with Star Control: Origins lead producer Patrick Shaw about the game and how Stardock is approaching development. Shaw explained Origins’ relationship to the original, and how it is expanding on the ideas from the nearly 30-year-old franchise.

“Our game is inspired by the classics,” Shaw said. “We’ve taken the same beats and some of the same themes, both in gameplay and story, and then updated them for a modern audience.”

One of those modernizing elements includes 3D gameplay when landing on a planet. Those lander sections were in 2D in the early games, and now Stardock is using the power of today’s PCs to re-create that experience as something more dynamic.

“But the most important thing that we’re excited to bring to this is the idea of a complete simulated universe,” said Shaw. “While I’m on the planet, I can look up in the sky. I can see my mothership orbiting the planet. If I’m on Europa, I can see Jupiter and all of its moons in the distance. I can go out into the solar system. In the solar system I can see alien ships flying back and forth, going between trading posts, maybe engaging in battles.”

And each of those alien ships has their own motivations and character traits.

“Some of them are interested in me. Some of them aren’t. Some are scared. Some are really angry at me,” Shaw explained. “This entire universe is being simulated all the time while I’m on my adventure. Even while I’m on the planet picking up resources, there’s a Scrye battlecruiser out in the solar system patrolling, looking for trouble.”

Shaw acknowledges that may sound like No Man’s Sky, but he thinks Origins is fundamentally different because it is focused on that story-driven experience. You can explore however you want, but you are likely doing so because the story drove you to a certain planet. And that is what Origins is all about.

And we’ll get a chance to see that for ourselves as summer turns to fall and Star Control: Origins debuts. Until then, you can read my entire interview with Shaw in the full transcript below:

GamesBeat: Tell me about yourself and the game.

Patrick Shaw: I’ve been in the gaming industry for almost 20 years now. I’ve worked on Star Wars games. Serious games as well. I’ve been a lead producer here at Stardock for coming up on three years now. I’m the lead producer on Star Control. So, Star Control is an open universe action-RPG. It’s a story-driven open universe, which means I can go anywhere, 100 light-years in any direction, and chart hundreds of stars, explore thousands of planets, interact with dozens of aliens, and basically choose my own path through the story. It’s also an action game, so I can go down to a planet. I can drive my lander around. I can shoot alien critters. I can pick up resources and interact with aliens on the surface. Also, I can fly out into space, fight against other ships, and—lastly it’s an RPG, so you collect resources to buy bonuses for your ship, upgrade your ship to improve it, so you can fight bigger battles and land on planets you couldn’t land on before. Throughout this, we’re working through a mystery in order to save the Earth.

GamesBeat: This is a follow-up from the original games. They had a lot of these ideas, a lot of these concepts, just represented differently than how you’ll be representing them in this game?

Patrick Shaw: Sure. Our game is inspired by the classics. We’ve taken the same beats and some of the same themes, both in gameplay and story, and then updated them for a modern audience. For example, in the original games, the lander gameplay was 2D. Now we’re on a 3D planet. But the most important thing that we’re excited to bring to this is the idea of a complete simulated universe. While I’m on the planet, I can look up in the sky. I can see my mothership orbiting the planet. If I’m on Europa I can see Jupiter and all of its moons in the distance. I can go out into the solar system. In the solar system I can see alien ships flying back and forth, going between trading posts, maybe engaging in battles. Some of them are interested in me. Some of them aren’t. Some are scared. Some are really angry at me. This entire universe is being simulated all the time while I’m on my adventure. Even while I’m on the planet picking up resources, there’s a Scrye battlecruiser out in the solar system patrolling, looking for trouble.

star-control-origins-alien.png


Above: Star Control: Origins has a number of alien races for you to interact with.


GamesBeat: Tell me more about how that simulation works. Is this going to be something where it’s very intensive, all of my actions affected, or is it going to be so big that my actions only affect a small part of it?

Patrick Shaw: It’s a pretty big simulation. We have hundreds if not thousands of ships running around right now in our current version of the game. They’re following their own AI, their own plan. As I interact with the game over time, I start having a larger and larger ripple effect on how the ships behave and how they respond to me.

GamesBeat: What would make them want to respond to you? You said you’re exploring these planets. You’re unraveling this mystery. Is it when you do illegal actions, things that might piss off some authority? Or is that as you get close to the end of this mystery, powers want to stop you? How does that work?

Patrick Shaw: At one point in the story, midway through the game, you have a choice as to whether to take a shortcut to save Earth, but that choice will involve the genocide of another alien species, wiping out their homeworld. If you do that, all those ships will suddenly go from being friendly to being hostile.

GamesBeat: I would imagine so.

Patrick Shaw: Exactly. Before, you’d be flying around and you’d encounter these aliens. They’d be friendly to you. They might give you stuff. But then once you piss them off by killing their homeworld, they become hostile and they become an obstacle to your general progression in the game.

GamesBeat: I hear something like that and I think—I love it when stuff like that is in a game, but I’ll never do it. I have to be the good guy. Do you find ways to make even something like planetary genocide a shade of gray, where you give me compelling reasons to consider that as an option? Or is that definitely the dark path? You could do this, but you’ll be the bad guy.

Patrick Shaw: We’re definitely—we have several different themed paths through the game, themed choices. We definitely try to go for more of the shades of gray throughout the game. As I said, you’re under pressure to save the Earth. One of the obvious choices is genocide. Do you choose your own homeworld, or do you choose this other alien homeworld to survive?

GamesBeat: How do you make sure something like that stays interesting? I would imagine most people, even beyond wanting to be the good guy, would find diplomatic solutions to be maybe more interesting, if they could find ways around that. What can you add to a path like that that keeps people considering these drastic options that almost seem too simplistic?

Patrick Shaw: The advantage of staying on the good side of people is you can find more allies. One of the parts of the gameplay is the fleet battles. As I’m going through the game I accumulate ships in my fleet, like characters in your party. The more ships I have, the better I’m going to be in combat, and the more friends I make, the more ships I’ll have to choose from.

GamesBeat: Killing a planet, is that the endgame, or would the game continue after that? Is there a point where the story ends, I guess?

Patrick Shaw: For that particular example, the game keeps going. The story keeps moving.

GamesBeat: Is the main consequence there, the species that’s still alive, that have ships out in space, they’d start chasing you? Or does it have more wide-reaching consequences?

Patrick Shaw: In that specific story beat, it’s just that one faction you piss off and they’re out to get you now.

GamesBeat: What are some other examples of ways I can influence this universe? The simulation does sound like it has a lot of potential, based on what you’ve said. How varied are you trying to make this universe and the way it reacts?

Patrick Shaw: We’re putting a lot of effort into creating a lot of variety. The most obvious things will be how the ships in the solar system and hyperspace react to you. But there will be quests that open or close based on your choices, which can impact what sort of ship components you get, what ships you can access throughout the game.

GamesBeat: What are some other major features that you’re excited about?

Patrick Shaw: One thing that I’m really excited about is the ability to mod the game. Right now we have a built-in ship editor, so we give you a bunch of parts and you can assemble them, Lego brick style, to create your own ship. We have a stand-alone version of ship-to-ship combat called fleet battles. If you just want to have a quick five-minute experience, blowing up somebody else, you can do that. We ship the game with 20 ships, but then you can use the custom ship builder to build your own ships, put your own weapons on, make the starship Enterprise and Klingons to fight it. You can do local and online multiplayer. We’ll also allow you to customize planets, create your own galaxy, and write your own quests with stories and characters.

GamesBeat: Speaking of characters and player agency, how do I express myself in the universe? Is it mostly through my actions? Are there ship upgrades … hats? How does that work?

Patrick Shaw: There are ship upgrades. You have a flagship that you can attach different components to that unlock new capabilities. You can upgrade your lander. The mothership sends out a lander to explore the planet, and there are upgrades for that as well. If you want to land on Venus you have to add heat shields, because Venus is a very hot planet. You can also add crew members to your flagship. Those crew members will provide feedback, unlock new capabilities for your ship, and so on. You can also add new ships to your fleet, like adding party members to your game in a traditional RPG. We’ll let you choose your own portrait, name your own character, and have your own representation within the game.

star-control-alien.jpg


Above: Origins maintains some of the lighthearted writing of the early games, but we’ll have to see how it approaches some of its more serious elements.

Image Credit: Stardock


GamesBeat: What else has you excited about the game?

Patrick Shaw: One thing that’s really exciting about this game is we’re modeling our local solar neighborhood. It’s cool to me that we have ice geysers on Triton. Triton is the coldest moon in the solar system and actually has cryogenic geysers. Uranus is tilted on its side, so that’s something we put into the game as a little detail, as a nod to reality, to sort of ground it. It’s a science fiction story, but grounded a bit in reality. Fleet battles are a lot of fun. When I came on to this project I was surprised at how fun it was to just go around and blow people up. We do weekly matchups on the team, where we have brackets and every week we do elimination rounds. Today I got eliminated in round one, so I’m a little sad. Got beaten at my own game. I really love the ship designer. I’m looking forward to seeing some of the ship designs people come up with. We expect people to do the Enterprise first off, but—are you familiar with the old game R-Type?

GamesBeat: Oh, yeah.

Patrick Shaw: Somebody did a kickass R-Type ship. I just saw that this morning. It happens—one of the cool things about fleet battles is that we have a huge variety of different weapons to put on your ship, and they all play very differently. There’s a really cool metagame. If I have a ship with a shield and a big laser cannon, what are the good components to counter that? Figuring out what that meta is, that’s a lot of fun for me as a producer and designer on the project. Hey, the Scrye battlecruiser is a real pain in the ass, unless you pick this other ship, in which case they’re a total paper tiger. Learning things like–I’m fighting against Kevin, and I know what Kevin’s choice is typically, so I’ll try to customize my fleet to fight again him. Sorry, Kevin.

GamesBeat: Is this a separate mode or part of the core game?

Patrick Shaw: It’s a little bit of both. It’s part of the core gameplay. When you’re flying around the solar system and you come across an enemy ship, you enter this fleet battle mode, so to speak. It turned out to be so much fun that we spun it off into its separate game mode. When you start up the game you can choose fleet battles, and pick single-player, local multiplayer, or custom matches, where you can set up how many asteroids there are, how big the fleets are that you can bring into battle, and so on.

GamesBeat: What am I specifically controlling in the fleet battle? Do I control multiple ships at once, or am I just controlling my ship and then issuing commands to other vessels? How does that work?

Patrick Shaw: All the battles are one on one. The winner fights the next ship. Let me put it this way. When I lose, I choose the next ship to go against the last ship, but that last ship doesn’t get healed. Even if it’s a ship that’s pretty powerful, it can get worn down over time.

GamesBeat: So it’s like Pokémon. You have to take them to the Center after a while and get them all healed up.

Patrick Shaw: In the adventure mode, yes. But in the fleet battle mode, these are quick matches, five-minute matches. I fight against Kevin, we battle it out, hopefully I beat Kevin, and then we mix it up and try again.

GamesBeat: One thing that comes to mind when you’re talking about this, and I’m sure you get this every time you talk to anyone, but I have to ask. No Man’s Sky made some similar promises. I’m not one of the people that had a lot of problems with that game. I enjoyed my time with it. I guess—let’s ask this first. How are you managing expectations? Or do you find you don’t necessarily have to do that, because people have already set them appropriately?

Patrick Shaw: Sure. No Man’s Sky is a great game. But I think we’re going for a different experience. Our promises are different. No Man’s Sky is very much an exploration game, whereas we’re more of a story-driven experience. We do have these thousands of planets in the game. We don’t expect you to actually visit all of them, although it would be cool if you did. There are different branches in the story, different choices. It’s more about experiencing this interesting story, poking at the corners of the story, learning about the lore, learning about the characters, the aliens, having some great action-adventure moments. It’s a different experience that we’re promising.

GamesBeat: Do you find that people are getting that, coming to terms with the story you’re telling around this game?

Patrick Shaw: Yes, the response from the fans—we interact with our fans quite often. We interact with them on Discord, on the forums. We’ve been incorporating their feedback into gameplay. They’re all for this story-driven experience.

GamesBeat: The only other thing would be you guys’ beef with the other Star Control guys, but my editor Jason talked to Brad about this yesterday a little bit, so we got some pretty good info there. What’s your perspective on that, though?

Stardock PR: It doesn’t affect this game at all. It doesn’t affect Star Control at all. We can’t comment on it too much because it’s ongoing litigation.
 
Joined
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Messages
415
Sounds like it’s going to be shit, TBO. No Man’s Sky wasn’t great by any stretch and this blob goes to long lengths spewing corporate-speak to set Origins up as the antithesis of NMS. So why praise a game you think is shit? If you don’t think it’s shit, why say your completely different?
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,031
Steve gets a Kidney but I don't even get a tag.
Reading the interview, the game that sprang to mind wasn't No Man's Sky, but Spore, actually. Not that that's much better.

The "modern audience" comment by itself is usually enough to sound the alarm, but what he means by it is apparently just to make the lander sequences 3d. The "simulated universe" sounds entirely pointless, though, or else he picked a horrible example to show it off with. The incredible simulation changes because of a heavily scripted story event? Gee, how procedural. Anyway, I was actually expecting a lot worse.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Second entry of weekly journal, [insert the lime guy meme here] : https://www.stardock.com/games/article/489787/star-control-origins-prelude-2-of-13---so-many-planets

Go to the link if you want proper tables.

Star Control: Origins Prelude 2 of 13 - So many planets

Greetings!

Space is big. We know that. But how interesting is it? That remains to be seen.

Let's take a look at the orbital bodies in our own solar system.

Orbital Body

Image

Comment

Mercury



Basically a hot rock.

Venus



A poisonous, toxic hell.

Mars



A really cold desert.

Jupiter



Big ball of gas.

Saturn



Another big ball of gas with cool rings.

Uranus



Ice gas ball.

Neptune



Ice gas ball.

What about the moons?


Callisto



A dead rock (with possibly an ocean inside)

Europa



Ice ball (with possibly an ocean inside)

Ganymede



Ice world, some oxygen.

Triton



Frozen world that spins backwards.

Check out this interview map of Io.

https://solarsystem.nasa.gov/moons/jupiter-moons/io/overview/

Images courtesy of Nasa.

Now, don't let my brief descriptions persuade you into thinking these worlds aren't super interesting. Only that, from a gameplay point of view, there are certain patterns we have seen in the worlds of our solar system. They're gas balls, ice balls, or rocks that are either hot or cold. That's a gross oversimplification of course, but you get the idea.

A better way to look at it is: if you have thousands of planets and you want to have a really cool sense of discovery, you don't want to be discovering yet another ice world with lava tubes and maybe an underground ocean.

Many games have tried to tackle the issue of having lots of planet types, which often end up being Earth-like but with a single biome. In Star Control: Origins, we have taken a different route by creating planet types that are exaggerations of the traits that astronomers have suggested might exist. Planets made of metal, planets made of crystal or diamond, or various other exotic elements.

Let's take a look at the planets in our solar system and then...well, let's go a little further out...

Star Control: The Solar System

Orbital Body

Star Control Scan

Comments

Mercury



Hell world. Has some rare elements on it, but very dangerous.

Venus



Toxic world. Has some useful elements on it, but lethal to land on early in the game.

Mars



Pretty much the same as the real one.

Ganymede



For Ganymede, we took inspiration from what artists believe the surface looks like based on research. It's tan and cratered and has a varied surface. It’s also easy to land on.

Europa



Europa remains an ice ball, but one with cool frozen oceans.

Callisto



Still a dead rock, but we include some rare and interesting elements on it.

Titan



Titan is again where we went off of what the surface may look like, which affects how it looks from space. Titan has an atmosphere, so it gave us an opportunity to add things like lightning and other hazards to make visiting it interesting.

Right now, there are a few thousand different worlds in Star Control: Origins to explore, and each one is different. Here is a sampling:

Star Control: Light years away...

Let's take a trip to a brown dwarf star, that is itself orbiting a yellow main sequence star, which is orbiting a red giant.



So what do some of these worlds look like?

Orbital Body

Image

Comments

Heptaligon



Extremely toxic world whose surface temperature is hotter than boiling water and has a much higher gravity than Earth's. It does, however, have exotic materials on its surface.

Ulsasa



This world is filled with precious metals and is actually relatively safe to land on (though many have had various sentinel drones put on them in order to keep people like us from making off with the literal gold).

Wrenfinch



This planet’s rotation is so fast that you are unlikely to be able to land on it unless you have upgraded your lander’s inertia stabilizers and weather mitigation equipment. But once down, it’s a rich world full of rare elements.

Annwn



This world is literally made out of copper.

Briseis



This world is covered in relatively rare free noble gas.

Why visit these worlds?

Star Control is not a game about exploring for the sake of exploring. Your mission is to ensure Earth's safety through any means you choose. Different planets have different types of resources. You can tell what type of planet it is all the way from hyperspace, so if you need a particular material or mineral you know what to do. Oftentimes you are visiting these planets based on a tip from someone else that there's a base, or a city, or an artifact, or some other objective. The point being, you aren't just visiting these planets for no reason and you aren't expected to visit more than a fraction of them.

For example, let's presume that each planet takes 5 minutes to explore. And let's say there are 4,000 planets. It would take you over 300 hours to explore them all in a game where we expect your initial core mission to take roughly 20 hours (though again, there's no time limit and the universe will keep getting deeper and bigger over time as we and fans begin to fill it up with new missions and new adventures over the next several years). The point being, we only expect players to explore around 5% of the planets as part of their main mission.

But making sure that each planet is unique and provides some temptation to check them out is a big part of what makes Star Control....well....Star Control.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Dumbs can be dumbs: https://www.stardock.com/games/article/489927/star-control-origins---freedom-to-fail

Star Control: Origins - Freedom to Fail

Star Control: Origins lets you do a lot of dumb things. Starting off in command of humanity's latest and greatest spaceship, your orders are to travel to Neptune's moon of Triton. On the way there, you're free to fly into the sun and melt your entire crew or explore the planet Venus and watch your planetary lander immediately get obliterated.

This game doesn't hold your hand in the way most RPGs do, where you're forced sit through a tedious tutorial and it takes a long time to encounter a possible failure state. Most RPGs only have failure states in the context of combat, where multiple choices tend to only affect combat and narrative outcomes, rather than wider gameplay and progression consequences.

In Star Control: Origins, you can attack a new alien on sight and ruin the potential to have an alliance with them, or you can strip an ally of too many of their ships, so they get annoyed and no longer help you when it counts. When writing dialog for even minor alien races, we try to distance ourselves from the RPG tropes such as "if someone offers me something, I should take it because it will end up paying off later on!" Maybe it will, and maybe it won't. Space is big, and there's a lot of junk out there.

0aa8674c-fd1e-474f-a2e5-bb3c528c79bd.png


One of the quests I've written involves landing on a planet with some pre-industrial aliens that are in awe of your lander, so they offer to buy it from you. They're not space-faring, so they don't have any standardized Resource Units, so they instead offer you some of their local currency: 200 Xhelp tails. The Xhelp tails do nothing and hold no value, but maybe you can sell them on a bazaar for a pittance. Despite their worthlessness, we allow you to be an idiot and give the aliens one of your expensive landers in exchange for some random animal tails. It's intended to be a goof more than anything, but dialog options such as this mean that players have to think about what they're doing instead of just going on autopilot through the typical RPG motions.

Whether it was explicit or not, we've gone with this freedom-to-fail philosophy to underlie Origins for a few reasons:

  1. Origins is a reboot of an old franchise. Star Control 2 was praised for being a challenge where players have to direct and orient themselves. It was typical for games in the early 90's that players were required to read the manuals and work things out. We're not going this extreme with Origins, but we want to incorporate parts of that experience to help make it feel like a Star Control game and a retro throwback.
  2. Stardock is a strategy game developer and publisher. Creatively challenging our audience is what we know and enjoy. Star Control: Origins is the first RPG game we have developed, so we're coming at it from a different angle than is typical.
  3. Our core audience is an older demographic compared to that of most game companies, so we have faith in our audience's ability to make sense of the game and its systems without being coddled.
  4. Simply, it's a type of design we find fun and want to make. We're an independent studio, we do what we want.


2491b4e7-e6c3-45ad-baf7-7ea76fff4d95.png




That being said, not spoon-feeding our players is something that could backfire on us if everyone gets stuck and confused, so we've focused on trying to make the new player ramp as intuitive and smooth as possible. You can land on Venus, but the player is blatantly told the heat and toxicity are deadly. Our AI camera for star systems means players don't have to learn and navigate the camera as it automatically predicts where they are moving and adjusts the camera to match. Landing on a planet requires maintaining your position during descent with abstracted squares generated to guide you to the landing zone. We don't need a tutorial to tell you how to land on a planet, it's intuitive what you should be doing. We've also added a training base where players can fight target drones to practice their fleet battle controls. It's a tough act to balance - too much emphasis on accessibility or challenge is no good - so there's a sweet spot in the middle we're aiming for.

We're also ensuring we have fail-safes in place in case players get stuck. The game autosaves before a planet landing and before a fleet battle, so you can always load if it goes horribly wrong. If you run out of fuel, the Tywom will show up and give you some because you're such great space best friends, but you have to endure some of their obnoxious fan-fictions, and Scryve ships may attack you as you wait for them. If players lose all their landers and have no more cash, they can return to Earth and get some for free. You can also earn money to buy fuel and landers by looting ships. Being challenged is fun, getting stuck is not.



d0816fd2-89b9-4804-96ea-9728ec17938c.png


Star Control: Origins is a non-linear campaign, and while there are breadcrumbs along the way to introduce you to the various races, nothing is stopping you from immediately flying across the galaxy to where scary aliens will murder you. On the flip side, when blindly venturing out you may encounter a powerful precursor relic or a quest normally reserved for later in the campaign. On your second playthrough you may know where to go and could bypass most of the campaign, but good luck surviving that with your crappy starting ship and equipment.

This freedom-to-fail concept I'm describing our campaign as is perhaps a bit of an oversimplification; landing on Venus isn't necessarily a bad thing that you shouldn't do. If you're quick enough, you could pick up a patch of valuable resources and leave before all your crew dies. Because why let some dead crew get in the way of a good treasure hunt? You probably shouldn't land on Venus, but hey, you can if you want.

We're giving players the freedom and flexibility to play how they want to play, and to learn the game and its systems in detail instead of being coddled. There's a hunger for that instead of the typical on-the-rails RPG where the player is told how and what to do, with meaningful choices limited to just the domains of narrative and combat. We think we're building something unique and special here.

-Callum
 

LESS T_T

Arcane
Joined
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Messages
13,582
Codex 2014
Quests and stories: https://www.stardock.com/games/arti...relude-3-of-13---creating-interactive-stories

Star Control: Origins Prelude 3 of 13 - Creating interactive stories

The Star Control universe is rich with interesting characters and species. From the cowardly Spathi to the horrifying Kohr-Ah, players will be frequently caught off guard by the juxtaposition of so many different experiences.

In Star Control: Origins, the ever-so-needy Tywom are introduced. They will be your best friends whether you like it or not.



Stardock is best known for its strategy games. Well, technically, we're best known for our software and technology, but we've always loved making strategy games.

Star Control is not a strategy game. It is a role-playing game. And the best RPGs have excellent writing.

At the very start, we knew that we would need to work with talented writers. In 2013, we hired Chris Bucholz to lead the writing effort for Star Control. His How-To guides on Cracked and his ability to write both serious and comedic stories was compelling. No one has spent more time on Star Control: Origins than he has.


No "generated quests"

One decision we made early on is that Star Control was going to focus on telling stories. The core gameplay loop of Star Control was crucial to keeping players engaged, but we believe that players want to see games that put great effort into creating compelling narratives.

Games have the advantage of being interactive. We don't have to put the player on rails. We can make sure their actions have real consequences, and that those consequences lead to interesting narrative destinations.

This means that every single quest in the game is hand-crafted by Sci-Fi writers. There are no "Go gather X to get Y," randomly generated ones. Instead, we have actual people write "Go gather X to get Y" by hand (cough). More relevantly, by hand-crafting the quests, we can make the lore itself a reward, rather than simply giving out new equipment.

28839750-2f70-4d43-9334-480abeaabfbe.png


In the example above, your choices can result in new story paths opening up and new variables and flags being set (which the author can create on the fly since the game exists within a real-time state machine that is decoupled from the engine -- writers can create new variables on the fly).

Adventure Studio was developed so that we could begin contracting with more and more Sci-Fi writers who wanted to tell interesting stories without having to be particularly technical. If anyone reading this has ever worked on the Ur-Quan Masters source code or other adventure games, they can probably tell you that you don't normally see quest creation handled like we do in Star Control: Origins.

Structuring stories

Another decision we made early on was to make sure stories didn't have to be connected from a data point of view. This allows multiple writers to contribute to the game easily (especially in the future). Stories are contained in XML and are placed in the relative dialog folder (each universe in the Star Control multiverse has its own dialog folder so that future modders can create their own universes and collaborate together).

15c41ca8-c008-4215-82a7-532b5d2b12b2.png


This means that a given writer can work on something without fear that they will be stepping on someone else's story (data-wise).

The Adventure continues

When we realized that the budget for Star Control: Origins was going to be 3 times bigger than anything we'd ever developed before, we needed a way to solve the problems that other role playing games have:
  1. How to make sure the game doesn't just "end" with no path for players to keep playing (i.e. how do we make the game work more like a good series of books rather than the typical RPG?)
  2. How do we avoid nickel and diming players with DLC?
  3. How do we avoid running out of story and being forced to send players to...ahem, a different galaxy or something?
  4. How do we avoid having repetitive, procedurally generated quests?
The way we look at Star Control: Origins is similar to how I imagine the producers of Star Trek looked at that series. Star Control: Origins has a central mission you need to accomplish, but there is no time limit to it. That central mission always exists: protect Earth from annihilation by hostile forces. Even as you deal with the immediate threat in SCO 1.0, other interesting things will continue to emerge.

After all, you are the Captain of a fantastical starship whose ongoing mission is to seek out new alien civilizations, explore strange new worlds, and mitigate threats to Earth and its possibly growing empire (depending on your choices).

Now, that's all well and good, but how do you do that? That's where, again, Adventure Studio and other creators come in. Since one person's creations won't be stepping on someone else's, the universe will evolve because people will be writing their own stories and sharing them.

Moreover, we will of course be adding new adventures as well, and while we don't plan to charge for small additions, we will absolutely be charging a massive gouge-level amount for future expansions. And I mean, like, shameless gouging too, because I need another boat. And I think everyone reading this understands that. But, my boat-fetish will be kept in check by talented sci-fi writers who will be able to create their own stories and share them.

The last problem, the galactic problem, is that Star Control: Origins has the Origins (hence, Star Control: Origins) which can send you to alternative universes. So, think of all those fantastic universes you've read about over the years or seen on TV and imagine a scenario where we license those universes and let you take your ship into those places?

It's in the writing

Ultimately, the quality of the writing will make or break this game. This project has given me a real appreciation for the talent gulf between a competent writer (like me) and outstanding writers.

We hope that when you play the game the value of hand-crafted stories and adventures is apparent.

Cheers!

-brad
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,522
Zoq village?

I guess we really are seeing the SC2 aliens.
It is as if it has finally gotten past stardick's mile thick neutronium clad skull that a Star Control without the iconic aliens is not a Star Control game at all but a cynical attempt to cash in on the goodwill of the IP, and the dick is not fooling the fans in any way, shape or form. Hence, the sudden surge in asshole behaviour and lawfare, rendering the fraudulent claims they made earlier about respecting the original creators exactly that: FRAUD.
 

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