August 2014 quick status report

Greetings!

While Star Control is not officially announced, it's no secret we're working on it.

Here's a quick status report:

We are developing a prototype to start from using Oxide's Nitrous 3D engine.  The prototype is very similar Star Control 2 but with a mini story.

We hired comedy writer Chris Bucholz (Cracked.com) as the lead writer for the series.

We are evaluating/discussing/debating/arguing/eating (okay maybe not eating) the different aspects of what makes a Star Control game:

  1. Exploration Game
  2. Starship Battle Game
  3. Ship Customization game
  4. Planet Exploration Game
  5. Trading Game
  6. Adventure Game

These are all different components of what makes Star Control...Star Control.

None of this will be set in stone until we've hired a lead designer (which we haven't yet, we're interviewing).  While Derek and I would love to design a new Star Control game, the game is being developed by Stardock East (Towson Maryland) so the designer would need to be physically there for best results.  The team is made up of veterans from Big Huge Games, Firaxis and of course Stardock.  

 

24,764 views 13 replies
Reply #1 Top

Glad to hear that you're making progress. I'm not familiar with Chris Bucholz, but I don't envy him in being lead writer for this game. You just know die-hard fans will be going over every little bit of his writing with a fine comb to find inconsistencies (real or imagined). ;)

Reply #2 Top

He's doing most of the diplomacy writing and quest writing in GalCiv III and an upcoming unannounced game as well.  He is amazing!

Reply #3 Top

Frogboy, thank you for the update, and the engagement here in the forums. I don't have the chops to speak for the entire community, but I appreciate it.

 

Very happy to see the bona-fides for the team. Big Huge Games worked on one of the best (and criminally under-exposed) RPG's of the last generation, Kingdoms Of Amalur. Firaxis kicked arse and took names with the XCOM reboot. Stardock, well, "this work we hold to be self-evident."

 

Ok, I paraphrased. Poorly. Big deal! What do you want, my life?

Oh, you do? Well, let me make an alternative suggestion.

 

Any progress on retooling www.starcontrol.com? I know its almost sacrilege to ask for anything at this point, but is there potential for an updated and/or animated history section for the existing (SCI, SCII) games? The manuals from both games had lots of lore info and art that would be nice to see again.

Reply #4 Top
  1. Exploration Game
  2. Starship Battle Game
  3. Ship Customization game
  4. Planet Exploration Game
  5. Trading Game
  6. Adventure Game

As a kid, the starship battle was my favorite. "Launch fighters. Launch fighters." But as an adult, every found ship was totally useless and I did everything with my main upgradeable ship.

It's less than a year since I played it and all my memories are of the amazingly characterized races. The voice acting on the Utwig and Ur-Quan, the hilariously philosophical bird race, the cowards and the Hyperspace people. I've almost forgotten the exploration of the planets entirely. Yet that was lots of fun at the time and you should definitely leave it in.

In my opinion, everything is subservient to the writing of the races. The clever plot twists came from meeting ancient or unique races, the unlikely allies, the humor, the characterization. You can throw in just about any mini-games along the way and it will work fine.

Reply #5 Top

Hi, I just found out about this today (and I played all the SC games as they came out, absolutely huge) and I'm excited to see you are updating news on the forum. I'll be keeping an eye on it! 

Reply #6 Top

Chris Bucholz is an exceptional writer. The stuff that is still under wraps is fantastic and his work on cracked.com never disappoints! The Star Control team continues to be awesome. 

Reply #7 Top

Hello guys,

 

I'm new here and till now i just surf in the forum and collect information.

 

I have one opinion to creators of the new SC.

Guys keep evaluating/discussing/debating/arguing/eating/sleeping and whatever you want. But don't forget that you walk on very thin ice and if you choose wrong path you will collapse and will drown Star Control.

Star Control game is unique and i think you depend on the old fans. The younger maybe don't know that game. And if you want to cover oldschool and new gamers you will fail, by mu opinion. If you like to make some shiny new game with amazing futures and to make experiments with SC idea better choose another name.

 

I work in computer games development like 3D Artist and i have some eyesight on many oldschool games that was reborn and they fail.

Because all developers want to catch as much as possible gamers. It is not possible - and the main mistake.

Try to make a lot of innovations that sometimes are usefull and good but sometimes change the game and its feeling too much and make it too different from the old one.

 

I say a lot of time to other fans of SC when we talk about it. I think it is enough one new serie again 2D with real advanced 2D graphics or mixed with 3D to be done and to be again big success.

Unfortunately the market talks. And if you want to make money you will make what it wants.... New 3D engines to show incredible possibilitys, a lot of content and at the end nothing... Far away from the original.

 

I hope stardoc will try to mix right the old and the new. Actually the most difficult thing. SC feeling and strength is in each small detail that you see or hear when you play it.

And listen more the oldschool fans. They are those that you must keep!

 

Sorry my English is not so good but i will try to do my best.

Best

Toni

 

Reply #8 Top

Thanks for the update. I mapped out every single star, planet, and moon from SC2.  I can't wait to do it all again.

 

I know this comment is meaningless, but the perfect lead designer for this game (in many ways, at least) is Ben Chamberlain.

https://mobile.twitter.com/smbhax

http://smbhax.com/about.html

 

Obviously numerous obstacles make this suggestion problematic (requisite experience, geography), but I'd say he has exactly the right skillset for this type of game.  Anyway, thanks for your work.  I look forward to playing your game.

 

Reply #9 Top



We are evaluating/discussing/debating/arguing/eating (okay maybe not eating) the different aspects of what makes a Star Control game:

For me what set SC2 apart from most other games I've played was how the story and various events moved in real-time, and changed based on your interaction with things. The Kohr-Ah kill every race one by one if you haven't done anything by 5 years in, but sending the Utwig and Supox after them gives you more time. Similar time-based events happen with the Pkunk and Spathi. Seeing the clock tick by as you move through hyperspace and not having the whole universe wait for you before moving on like so many modern RPGs do is one of the key factors that made this game great (like Majora's Mask).

Reply #10 Top

Quoting Quanfinigon, reply 9
Seeing the clock tick by as you move through hyperspace and not having the whole universe wait for you before moving on like so many modern RPGs do is one of the key factors that made this game great (like Majora's Mask).

Agreed, however one of my grievances with SC2 was that the game clock was not made entirely obvious to the player. You eventually get the hint about when the game will end by the Melnorme who mention they plan to leave before their MetaChron turns completely black by the year 2159. When I first played twenty years ago, there was the impression I could casually explore as long as I wanted to until I realized the Kohr-Ah began systematically killing everyone, at which point you had to start over.

Even SC3 had this approach with the Eternal Ones, who simply ended the game by destroying the galaxy on a certain date. This is a bit frustrating to an uninitiated player, especially in this day and age. Granted, being frustrating and unfair was a common trope in adventure games during the 90s as they would rarely spoon feed the player. I don't know if this would fly in the era of modern gaming though. I think having more specific deadlines given to the player (rather than optional information obtained from another character) would be warranted so that players have a clear idea of how much time they have left to accomplish their goals.

It would also be nice to know when important occurrences around you are taking place. As an example, the Pkunk attempting reunification with the Yehat. Unless you visit with the Pkunk periodically enough to find out they plan to do this, you can't stop them. You just open up your starmap and one day you notice they're beginning a journey across the galaxy that ends with their destruction, with little warning. If you don't have the opportunity to visit them, there's no way to know about it in advance, or even necessarily why it's happening. It would be nice to receive some kind of notification of such an event so that the player can make a conscious decision whether or not to intervene before it's too late.

That was actually one positive about the lame ICOM system in SC3: you could receive updates on current events at any point in time, although the way it was executed took perhaps just a bit of fun out the game. The way it was integrated made it less a way of getting updates and more like a built-in hint guide, so it crossed a line in that sense. There should really be a more engaging way of integrating a game mechanic to keep players informed of current events without ruining the sense of adventure or taking the player out of the experience.

I hope I'm also not going too far to say I'd like to see some kind of quest log or mission itinerary to keep track of the various tasks you usually have to juggle, so that if you're out in the middle of space and don't want to waste the trip, you can see which quests you still need to do as a reminder so that you don't waste time and fuel while you're in a remote region of space. Back in the 90s it was common to keep a pencil and paper to take notes with so that you didn't forget what you had to do, but that doesn't fly anymore these days!

Thanks for the update, Brad! Looking forward to more.

Reply #11 Top

I just stumbled across this information that Stardock is going to attempt Star Control. Holy. Crap. YES!

Reply #12 Top

For me, the best experience of Star Control 2 was the exploration. The space battles were more of an inconvenience than fun/interesting.

I'll never forget the feeling of travelling to a new system at the limits of your fuel range and not knowing what you'd find. It felt so huge, and sometimes lonely/spooky. The weird planets you'd find. Plus the message the rainbow worlds tell you was just plain cool.

I loved all the races with their different mannerisms and music (the Orz, Pkunk and Supox were my favourites).

If you can keep that sense of exploration, that sense of the distance from home, the unknown, it will be a great update to the Star Control franchise.

I can't wait to see what you guys come up with, good luck and best wishes!

 

edit: I forgot momentarily, discovering quasi-space and meeting the arilou was just awesomeness. I felt it was a shame that the game didn't delve into that more.

Reply #13 Top
  1. Exploration Game - 25%
  2. Starship Battle Game - 17.5%
  3. Ship Customization game - 17.5%
  4. Planet Exploration Game - 25%
  5. Trading Game - 0% (buying/selling upgrades and quest items doesn't count as trading)
  6. Adventure Game - 15%

This is SC I personally would like to play.