This may be my biggest post ever. But before I go completely Kavik Kang, first let me plant my feet firmly in Camp 2 as I tackle my opinion on these warring tribes.
THE GREAT DEBATE
Given that I’ve been an advocate of alternate gameplay modes, this position will make me seem like I’m looking a gift horse in the mouth, but I feel this idea of system-wide combat goes against how melee should work in Star Control on a conceptual level, and I don't think it should be a focus even as an alternate arena style play mode.
The issue of scale will rear its head again as I explain why solar system combat presents a cognitive disconnect: it creates a situation where the physical scale of the game won’t correlate with its chronological scale. SC2 had this worked out 25 years ago by speeding up or slowing down the game clock based on the the gameplay scale: the more finite the scale became, the more the clock would slow down to real time. When the game moved to larger environments for system exploration or hyperspace travel, the game clock sped up to more accurately reflect the time spent traversing vast distances between planets or stars.
I’ve come to think that SCO’s “game timer” should include not just a date, but also a clock that shows how many minutes and hours are elapsing as you progress through the game to give the player a better sense of how the scale of time relates to their actions. The scale of everything is clearly grossly exaggerated in this game and I think there should be some neutral metric within the game to help center the player’s sense of time when they’re surrounded by so many wonky visuals whose scale is all over the place.
Both melee and planet exploration occur on a clock closer to real time, because as gameplay drills down from a much larger scale to a smaller one, time should slow down. This is a big reason why system-wide combat makes no sense to me: time and scale become completely disjointed.
Consider geological time. If you watched the movements of glaciers or continental drift in fast forward, it might not seem like they were moving only a few inches every year because you’d be watching them over the course of millions of years. Similar idea with space travel. In reality, it takes a long time to traverse a star system. In SC2, you might spend a few days exploring a star system. So if system-wide melee is adopted, you’re basically playing melee in fast forward because ships would be dogfighting around the system in mere seconds rather than days. Following?
This means battles would unfold over the course of years and I would imagine the individuals involved in the fight would get quite bored after dogfighting across across an entire star system for that long. I’d personally forget why I was even fighting and want to call it off after a few weeks had gone by. Melee should be restricted to a delineated combat arena, whether that means localizing it around a planet, an asteroid field, or even a star. It just makes sense to keep the ships fighting in close quarters rather than chasing one another halfway across a star system as though it’s their personal playground.
The angle debate should be a non-starter in the first place as I feel players should be able to decide the preferred viewing angle regardless of the combat style. I can’t make a final decision until I play, but I do favor a top down view, however that is just my opinion and I feel other views should be freely interchangeable options and up to the personal preference of each individual player.
RESOURCES & PLANET SURFACE
WASD movement and mouse aiming for lander gameplay gets a thumbs up from me. Seems like a natural control layout for this. The concept art of the lander firing lasers in a field of colorful minerals looks cute and sounds fun already.
The lander seems to have variable speeds of movement in the gameplay video, which makes me think you’re experimenting with not having a fixed rate of speed for the lander. Having a sense of movement with many degrees of acceleration and deceleration is great. Would be neat to have some upgrade that allows you to briefly turbo boost away from hostile lifeforms to outrun them if they’re really fast.
I could deal with not having shadows if the team could concentrate more on developing unique environmental features. Fog on swamp worlds, misty rain effects with droplets that hit the camera view and dribble down your viewscreen on stormy worlds, shimmering mirage effects and lens flares on hot desert worlds, different types of cloud cover as you descend to the planet, etc.
The concept art of the lander on a bioluminescent world at night is wonderful; clearly I’m not the only one fascinated with the nocturnal beauty of Pandora in Avatar!
VIDEO FEEDBACK
Really digging the seamlessness of the camera movements between areas of interest. Rather than cutting, it dollies around, zooms in and decreases the viewing angle for more of a command view as you approach things. It’s pretty cute how the ship zooms around out of sight to the far side of the planet once you approach it and enter orbit. Would be even more interesting if the camera followed right behind the ship to share the same orbital position and make it seem like you’re not viewing the planet remotely from the other side while your ship is behind the planet!
Curious about the debate over whether or not the gameplay should shift from orbital view back to system navigation after the lander returns to the ship. I feel it could go either way but I think it’s a clever idea to expedite gameplay by skipping the orbital screen once you return to the ship, so that you can get on with your next objective as quickly as possible.
I was thinking about this for several minutes and it led me down an interesting thought path about pace of gameplay, which got me to thinking about, strangely enough, the recent Doom reboot. When I first played it, I really wasn’t sure if I liked it because I was expecting something more like Doom 1992. The pace of Doom 2016 is so much more intense and unrelenting, but I grew to enjoy it the more I played because I’d get into a rhythm where I just wanted to keep moving and rip another group of demons apart without stopping to catch my breath, so to speak. How interesting might it be to apply that sort of pace to Star Control? What if the same idea could be applied to planet exploration to remove the monotony of stopping and landing on so many planets? If the pace of this mechanic could be sped up, maybe it wouldn’t be as boring.
Only reason I can think of to go back to orbital view in SC2 was if you were fleeing from danger on the surface and wanted to escape and attempt another landing somewhere else to avoid a threat. If that’s not as much of a gameplay element in SCO, maybe going back to orbital view isn’t really all that necessary?
One objection I have is the very start of the video with the initial view of the ship arriving from hyperspace into the system. I think it would be much more immersive if you punch through from hyperspace seamlessly with whatever view you already have. Basically, I don’t think the camera should ever really leave a downward or forward facing view. I don’t want to be looking from the side or rearward as I arrive somewhere; it feels like it takes you out of the action and becomes less personal when you’re viewing yourself from a different perspective. This was one of the reasons Half Life was so successful: you never leave a first person view of your surroundings to view yourself or any externalized cutscenes.
The alien encounter dialog screen looks like it’s coming along fantastically. I’m not terribly worried about UI and dialog screen design; the team clearly has a handle on it and nitpicking the details of colors, fonts, and preproduction artwork is a fool’s errand at this point. Seems a lot of time gets devoted to relentlessly scrutinizing details that are ultimately of little consequence. I trust the team’s judgment to make some great stuff and don't think overzealous nitpicking about a work in progress should be of significant influence for the development team.
SHIP CRITIQUE
Although we have seen these silhouettes already, it's great to finally see them in color. Although there is not much detail, that frankly doesn't bother me much as I'm happy to see they have very distinct and colorful shapes.
Can't find fault with the variety of designs; they’re all very different and will clearly distinguish one race from another. I recall how Valve Software devoted a lot of time to character silhouettes in Team Fortress 2 for exactly this reason, so that even from a distance players could innately identify one character class from another.
It is great to see that the colorful nature of the ships has been rekindled here. One thing that set Star Control apart from so many other space games was the extremely vibrant color palette, which included at least two very strong primary colors on all the ships. This contributed a great deal to helping distinguish their identity and physical orientation when they were far away both in combat and during navigation.
When you remember how SC3 shifted to a completely bland desaturated color palette, it serves to remind us yet another reason why the game was so underwhelming. It was as if they turned down the saturation fifty percent to make everything a tepid shade of gray.
And finally, I know how sausage and other meat products are generally made and it doesn't dissuade me from enjoying them in any way.