IDtenT
Menace to sobriety!
Back when cinematic games were still made with you being a Chad.
Freelancer was a space game made for normies.maybe it was the first one to finally do it well, you know, not be shit like the games before itFreelancer was to space gamers as Final Fantasy 7 was for role-playing gamers. It was the first space game to get dumbed down enough to finally grab a mass audience of stupid people. That's why so many people love it.
I've never seen its appeal at all.
No, its that its shallow.Freelancer's only sin is that the ships are fuck uglyFreelancer was a space game made for normies.maybe it was the first one to finally do it well, you know, not be shit like the games before itFreelancer was to space gamers as Final Fantasy 7 was for role-playing gamers. It was the first space game to get dumbed down enough to finally grab a mass audience of stupid people. That's why so many people love it.
I've never seen its appeal at all.
whale's voyage. the perfect game. unfortunately it sucked at everything it did.BTW, it wouldn't have been hard to unite space sims with grid-based dungeon crawlers, so you had a nice low-budget dungeon crawling layer.
Adventure and action is more popular than turbo space autism. Who would have thought.
If you want a prime example of this, you can play No Man's Sky with an XBox controller and use it for every single aspect of the game. Meanwhile, Elite Dangerous has more bindings than a Thrustmaster VG with the Throttle can handle without doubling button functionality. Meanwhile, No Man's Sky seems to offer more things to do than Elite Dangerous does, and due to it being so heavy in to the whole space flight system, it'll never do anything else very well.I do agree with @Hellraiser - the problem with a lot of autistic space simulators (which I, as an outsider, am not necessarily more of a fan than the dumbed down arcade-y approach) isn't (even) the atempt to provide realistic simulation of the most mundane and repetitive tasks, but the lack of optional automation/skipping such parts of the gameplay. Especially in the single player, where those things would not in any way affect other players. Imagine having an army/shooting simulator where you have to clean the rifle in realtime by moving the sponge with a mouse or inserting each bullet one by one - nobody sane wants to do that shit.
Honestly, my biggest beef with Freelancer is that when you moved on to the next chapter, you were locked out of the previous areas. Once I figured that out, I wound up doing some of the story, then stopping to grind trade routes to have enough money for the next chapter. It really killed the pace of the game. You could find a good trade route in a region, but you could never use it again once you advanced to the next area. It was really, really annoying.However I found "Freelancer" a bit disappointing in some ways at the time. It had quite a lot of contraints, which I noticed. I didn't feel it had created a fully living world. Some of them were good game design choices. Constraining the game to just a few systems, with each section having different cultural character, allowed them to craft a more interesting Star Wars-type world, rather than a big procedural canvas like Elite.
It forced you to look for new ones though. If all you're going to do is one trade route forever, you might as well stick to the tutorial area.You could find a good trade route in a region, but you could never use it again once you advanced to the next area. It was really, really annoying.
I tried to get into this, but it's not actually a space game.Hardwar
It actually has the opposite effect. I typically find a few good trade routes in this type of game and switch between them when I get bored running one. Instead, with Freelancer, I'd stick with one per area.If all you're going to do is one trade route forever, you might as well stick to the tutorial area.
Frontier and Elite probably had the most simple yet effective ways of doing trade routes, honestly. All you had to do was look at the planet you were on, notice what that type of planet sells pretty cheap, then find a nearby planet that is a different type and had the resources to buy a lot of that item. You didn't really have to find routes so much as just figure out the next planet to go to.The best space game is still Frontier anyway.
Well, it is and it isn't. There aren't planets and systems to travel between, but you traveled around in a series of connected craters that were colonized. Hardwar actually had an interesting little trade computer which gave you the information "right now", but those prices could change by the time you got to your destination since there were also other ships traveling around, doing what you're doing. All the prices were based on how much the destination had of the resource you wanted to sell but also how much they wanted that resource. You could also set up shops in the game that bought and sold resources, and even made things from those resources to sell. It was pretty well done for it's day.I tried to get into this, but it's not actually a space game.
there's just one detail: nms had a lot of useless, pointless, meaningless stuff poured on top, elite is pretty much the very same wasteland since launch. in a minute i could come up with 15 features the game would desperately need and that it'd take 1 minute each to implement, but instead the game has been adamant in not wanting to move an inch.If you want a prime example of this, you can play No Man's Sky with an XBox controller and use it for every single aspect of the game. Meanwhile, Elite Dangerous has more bindings than a Thrustmaster VG with the Throttle can handle without doubling button functionality. Meanwhile, No Man's Sky seems to offer more things to do than Elite Dangerous does, and due to it being so heavy in to the whole space flight system, it'll never do anything else very well.
Maybe game balance changed, but I never needed to grind before the chapter transitions. The game supplies enough money to buy the heavy fighter for each chapter and it takes just one or two missions in the new chapter to update your guns.Once I figured that out, I wound up doing some of the story, then stopping to grind trade routes to have enough money for the next chapter.
I always bought the big, fat freighters and loaded them with turrets. When I got to the new area, I wanted to just buy that new freighter and repeat the load out. Then I'd make a bunch more money because I'm greedy.Maybe game balance changed, but I never needed to grind before the chapter transitions.
Did you try Tacyon: The Fringe? It's a bit more like Babylon 5 with different factions.Always liked the idea of it, but was never able to get immersed and actually play it more than an hour or two. The issue was not with the arcade-y and simplified mechanics, but rather with extremely boring quests and characters. I was expecting an interactive Star Trek/Babylon 5 RPG with interesting side-quests, factions, lore and so on. Maybe I've just had too high of expectations, dunno.
Might give it another try (and try to stick with it longer) eventually, but I doubt my opinion is gonna change.
I do agree with Hellraiser - the problem with a lot of autistic space simulators (which I, as an outsider, am not necessarily more of a fan than the dumbed down arcade-y approach) isn't (even) the atempt to provide realistic simulation of the most mundane and repetitive tasks, but the lack of optional automation/skipping such parts of the gameplay. Especially in the single player, where those things would not in any way affect other players. Imagine having an army/shooting simulator where you have to clean the rifle in realtime by moving the sponge with a mouse or inserting each bullet one by one - nobody sane wants to do that shit.
"How about a little FIRE, Scarecrow?"Did you try Tacyon: The Fringe? It's a bit more like Babylon 5 with different factions.
There was another game that Microsoft destroyed around that time, could have been amazing but they got Microshafted too. They probably destroy a lot of games and companies, like EA.Freelancer was a victim of Microsoft's acquirement of Digital Anvil, Inc. in the late 2000.
What followed soon after was typical BS corporate involvement with the nuts and bolts of the development cycle, clamping down on game design etc. with some key people working on the project outright leaving, including lead designer and co-founder.
Many of the features promised by the Devs before release were subject to severe niggerfiddling and dumbing down due to MS imposing stricter deadlines and reassigning personnel.
Initially the game was supposed to feature factions in-figthing and changing their territory without player input (which would have been huge back in the early 2000) but that feature got completely eviscerated.
I presume the issue of only one type of non-plot mission (i.e. go to X, kill Y) also traced its roots to the aforementioned developments.
The bar music was very good: