I think fundamentally many people are looking for a fun, deep, space exploration game. Preferably, one with a cast of characters that have a great deal of range. That is, to me, what Star Control is.
Brad, I'd like to hear your thoughts on i) what the core of SC2 is and how that is being applied to SCO, ii) what went wrong with SC3, and iii) what you think of or learned from more recent attempts in the genre, like The Long Journey Home.
That's a great question. Here's a brief synopsis of my thoughts on the topic:
Star Control, at its core, is a space adventure game in which you, the player, are the main character and your ship its manifestation. What made it special is it combined a living universe within a well constructed narrative.
What made SC2 successful, however, are the details. And this really is the biggest challenge that SCO has to face. As I've mentioned elsewhere, there's a lot of mythology on how SC2 was made. The aliens, the art, the writing, the animation was created by what would, in hindsight, the dream team. The animator went on to do Monsters Inc. and is the director of the Minions movies. The artists went on to become famous in their own right as well as many of those who helped write it. I've designed many games in my career and the most important predictor of success is the team I have gotten to work with. One little mistake can undermine the entire game. SC2 had one of the greatest teams assembled ever.
Now, SC3 wasn't a bad game. If it hadn't been called Star Control III it probably wouldn't be disliked like it is. But it didn't feel like a Star Control game. Star Control games make exploration FUN. This is a crucial part of the game: SC2 was really good at making exploration fun and sidelining parts of the game that were less fun (like planet exploration) later in the game.
The problem LJH had, imo, is that it seemed like it wanted to punish you for enjoying the game. I think it's a good game overall. But it, like many recent games, seem to fall in love with a big procedurally generated universe. But exploration without purpose can wring hollow. And if you punish players for exploring (fuel being so important). And the story mode wasn't intregral to the game. Fundamentally, a game has to decide what it is and make sure that part of the game is as fun as possible.
Game developers, particularly today, very much like the idea of replayability. That is, a game that you would play over and over. I know some people played Star Control II multiple times but I don't think it was intended for infinite replayability. This is a decision we embraced as a core part of Star Control. A Star Control adventure is about the story first and replayability second.
Early in Star Control: Origins we had this very debate. How do you avoid the situation where people play the game for a few months and then leave and it's forgotten? Many recent entries into the genre have focused on massive, procedurally generated universes with lots of randomly generated quests in the hope that players will stay playing them. This was back when I was just the executive producer on Star Control: Origins (I didn't take over design until earlier this year). I mandated that Star Control: Origins would NOT go this path. Instead, it would focus on its story, its characters and its plot and we would gain replayability by making it fun for the players to create their own stories.
That's why our focus has been on creating in-game crafting tools to let people design their own universes, aliens, ships, worlds, etc. to share with others. Instead of trying to have a randomly generated universe, we embraced that Star Control games about your adventures and that your character will grow and evolve over time as you travel to new universes to go on new adventures with you being the hero of the story and your ship evolving, improving, adapting as you go from adventure to adventure.