Seth Carter said:
Ah, well I can appreciate that. No Mans Sky certainly has space combat, although even with two updates to it, its kind of just a thing thats there. They're definitely far more focused on the ground survival game, whereas space is just an obstacle to overcome between planets.
Seth Carter said:
The irony of course, is that before seemingly rolling with the tides and all the colonization and planet based stuff. NMS was supposedly focused on the space travel, with planets meant to be short experiences to refuel or whatever. That never really did pan out in the gameplay, as the on-planet survival was more time-consuming and challenging (as much as it was) then anything in space, and the space content was just kind of dull.
Aye, this is what I'd gathered based on some footage and personal feedback from a friend. This is the main thing that I think was ill-concieved. Trying to flesh out both ground-based and space exploration in a single game is rarely going to work out, especially in an almost purely free roaming kind of setup where you offer the whole planet for the player to explore. It almost doesn't matter how much procedural generation you throw at it, that planet's going to end up being very dull very quickly. This is what I'm afraid is going to end up happening with Star Citizen, although at least I'll hand it to them, based on some of what I've read, some of the work they've done on the setting, like with the various factions/alien races, is at least a bit interesting. Still holding my breath though, while remaining open to the possibility that it might turn out decently.
Seth Carter said:
Rebel Galaxy was probably the last space-ship focused game I played. Good for an indie, but the farther in I got the more it kind of fell into being a chore of grinding without really adding much dynamic to the combat.
aegix drakan said:
Rebel Galaxy was the closest thing to "The perfect Space Sim" for me. The world actually felt alive. I could do all kinds of neat things like run trade blockades, and stuff. Yeah, the 2D Naval-Style combat was a drag compared to a proper 3D dogfighting game, but it didn't ruin the game for me.
The only reason I stopped playing was because I lost my save data in a reformat about halfway through the game and I have no interest in starting over from scratch right now. :s
I heard some solid things about Rebel Galaxy. I forget why I never actually investigated it further back when it first came out, maybe because I kept getting it confused with another space game that was released around the same time that wasn't quite so solid. I guess it's kind of tough to provide a solid presentation for that kind of a game that makes it stand out a bit, at least unless you've played it.
aegix drakan said:
This is my problem with SO damn many space sims.
Elite's fantastic in a lot of ways, but everything just feels so samey and cut-and-paste and lifeless. There's simultaneously too much player interaction and too little. It just doesn't feel alive at all.
It doesn't matter where I bounty hunt, or trade, or explore, everything looks and acts the same, with the same pirate attacks, etc. And to do anything meaningful, you have to join a player group for PowerPlay....Which in my factions case ends up being "Hey, play in solo play and shuttle these papers back and forth long distances and pay lots of money for the privilege...Also if you fall behind for a week or two, you lose ALL your rank". :s
And the only other space sim I ever got into somewhat decently was Evochron mercenary/legacy and while the combat was really in-depth (100% newtonian at all times), and planetfall was 100% seamless...That game was even more artificial in world design. :s
That's what kept me from buying Elite Dangerous everytime I was tempted by a sale. Like the combat and flight mechanics look extremely impressive, but the actual overarching model for the game was something I just knew would ruin most of the experience. I think when trying to create a sandbox game or environment, some developers seem to forget that a sandbox isn't an endless sandpit.
Evochron, and also the X-series at least didn't make that mistake, but they did do a rather lackluster effort on the world-design sadly. This is the sort of thing that can actually make a sci-fi game of this sort actually depressing, at least for me. A vast and empty space with... very little meaning, passion, hope, etc etc, and reminding one of one's mortality just a little too much.
Seriously, if I ever win the lottery, I'm going to fund and design my own "perfect" space sim. No insanely huge game world (So everywhere matters), unique hazards and enemies in each sector, a world that reacts back to you, proper 3D space combat and most importantly, the ability to easily mix in your own music into the game's soundtrack like Rebel Galaxy.
It might be feasible to develop your own game on Unreal or Unity. One of the advantages I think with a space-based game is that assets (models and textures) are a lot easier to cover than for a lot of other kinds of games. Plus, of course, Unity and Unreal don't cost a thing to develop on, and royalties don't factor in until you're actually making solid money on a project. Toughest part, frankly, is the overall workload, particularly if you're doing it solo.