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Offline SlimJim

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Re: Games for A1 / AOS4
« on: June 04, 2003, 04:58:53 PM »
@amiga_boy
 
I believe we can all agree that if we could get the games in
your list ported to the Amiga, we would all be dancing of
joy. I think most here agree with you when saying
that we could really need some "up-to-date" games and
apps to get people interested in the Amiga. Infact, if you
want I could probably put together an even more
impressive list of "wanted" games that would bring even
MORE interest to the platform.
The problem is that this would be an exercise in futility -
something that has been done many times all over. Being a
niche market (a very niche market I might add) brings
several problems when wanting big-name games to the
platform. Licensing and the massive costs involved to get
them is but one of them. Hyperion can probably tell you a
lot better than I can about how they were treated when
probing for a port of Half-Life to Amiga. If I remember
correctly, not even when Hyperion offered to  absorb all the
risk, pay all expenses, do all the work and demand no
support whatsover were they even considered for a license
(correct me someone if I remember erroneously). A port to
AmigaOS was simply not wanted.
 
Now, we all hope this will change in the future, and
somewhere the improvement will have to come. But for
now, especially since the system is not out yet, we will
probably have to live with the slow trickle of games coming
our way. The best thing for now is to buy games like
Payback, CrossFire2 and Tales of Tamar. When developing
for AOS4 start in earnest within the community (with
releases of SDK:s etc), then we'll talk. For now, we are,
unfortunately, too early. It's a chicken and egg thing. We
need good games/apps for the upcoming OS, but we also
need the OS to be here in order to show (and convince
others) that there is actually something to run those apps
on...
.
SlimJim
 

Offline SlimJim

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Re: Games for A1 / AOS4
« Reply #1 on: June 05, 2003, 12:13:40 PM »
@amiga_boy
 
Trust me, if I wasn't a dreamer I wouldn't be here. But even
when dreaming, if you want those dreams to have any sort
of constructive quality, you need to base them in reality.
 
... But fair enough, if it is dreams you want, dreams you'll
get. My gaming-dream is a Frontier-like multiplayer
universe where players from all over the world could take
on any role they wanted. And now I'm talking full virtual
roleplaying - play as a character, capable of doing
practically anything. If you didn't want to be a
pilot/trader/pirate/military (the classic choices in a game
like Elite), you could choose to set up shop on one of the
space stations and run the game as a business simulator of
sorts. Dull, everyday jobs might be a little too much to ask
from a gaming community, but still, thieves,  clerks and
ship's crew might live on in their roles if they wanted to in a
sort of "The Sims" gameplay (only playing everything in a
3D world, first person view). Planetside players might get
into planning a colony or run a mine if that is the kind of
game they're interested in. Economy would eventualluy (as
the amount of players grew) more and more be released
from the clutches of a "virtual" engine tweaking the
stockmarket into something "real", actually varying
depending on real people's trading - an economics
experiment in large scale. Administration and police
enforcement are other roles one could try out. A set of
omnipotent AI:s (I.e. GameMasters) rule and decide
conflicts.
 
For the more traditional players (I suppose the more
peaceful roles better appeal to certain groups of players
than others) there must of course be conflict and spacial
battles raging. I envision rallying up with my pals in our little
pirate raiding party of swift ships, waving at each other and
talking over the comm, planning a raid on a trading
convoy led by that pesky guy from next door... More
importantly, when commanding your ship, you should
always have the possibility to get out of your chair and
walk around as a person (assuming you ship is big enough).
Of course it's convenient to have a "locked" view when
dogfighting etc, but still you should have that opportunity in
order to deepen the feeling of playing an individual role and
not just "be" a ship.

One of the most important aspect of this is personalisation.
There should everywhere be things you could buy (or
otherwise obtain) with very little actual game-play value -
decorative stuff, art, good-luck charms, an ivory desk for
your lounge. People owning a workshop in the game might
be able to create such items freely (in a raytracing-similar
program, that outputs a format useable in the game), to sell
for whatever price people are willing to pay. Other
"useless" locations, such as drinks, gifts and fancy
apartments in the "finer" spaceports are obvious features
along with bars and restaurangs. Just looking at present
online games gives a hint here.

 The virtual world can be made completely engrossing,
encompassing elements of your operating system. So you
would be doing your real world work on what looks like a
terminal from the game - and with your game persona
actually sitting at a terminal in the game (be it in their
quarters or at the controls of their ship)! Updates in the
game will be appearing discreetly at the bottom (coming to
think of it, the game world can become the new visual
interpretation of the internet itself ... but now we're
threading into Neuromancer territory).
 
... at any rate, I think that would be a "killer" game for the '
Amiga - or atleast AOS5+ running on next-gen super giga
processors...
;-)
.
SlimJim
 

Offline SlimJim

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Re: Games for A1 / AOS4
« Reply #2 on: June 05, 2003, 04:40:23 PM »
@PMC
 
The most impressive thing is having Frontier Elite 2 on
one 720k floppy disk. Now that is some clever
optimisation, given such a huge game! They even added a
second disk in the box only for savegames - I believe it was
just normally formatted.
 
Those were the days. But what I always felt was lacking
from Frontier was a sense of actually playing a character.
It was all a little too clinical. I actually started keeping
books on trade roots (complete with short comments on
what happened during the trip) in order to get more "feel"
into it.
 
Explorer2260 was always a promising game. At one point I
visited their Encyclopaedia Galactica regularily. Don't
remember if they had any plans for extensive multiplayer
though. Don't think so. At least recently I read in a stray
comment on ANN that development of E2260 was not
completely abandoned. I really hope that game would come
to bear.
.
SlimJim
 

Offline SlimJim

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Re: Games for A1 / AOS4
« Reply #3 on: June 05, 2003, 06:52:25 PM »
@PMC
 
Yes, Frontier, with all its qualities lacked some... spirit, at
least for me. The problem with creating a battle in space is
always realism. Frontier was perhaps a tad too realistic in
that respect, often you only managed to exchange a few
shots with your enemy before you had passed each other in
tremendeous oposite velocities. Sometimes I even had to
speed up time before we managed to come around for
another pass! Certainly realistic, but perhaps not the best
way to handle a dogfight - especially with weapons tending
to be "normal" space-dogfight weapons (like unguided laser
cannons; who uses unguided weapons in a military
vehicle even today? Damned be that StarWars legacy!).
 
I believe a space opera game would be an excellent choice
to base a online gaming world on - talk about limitless
expansion capabilities, you could add all sorts of worlds and
new systems as you saw fit. But personally, the possibility
of some serious roleplaying also in small scale (as in my
dreamed-up game) would be very nice, especially since that
would appeal to so many more people than the normal
bench-space-cadets.
 
We'd better start learning how to program, huh? :-)
.
SlimJim
 

Offline SlimJim

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Re: Games for A1 / AOS4
« Reply #4 on: June 05, 2003, 08:59:33 PM »
Quote

PMC wrote:
"We'd better start learning how to program, huh?"

:-)

Couldn't program for buttons, but if anyone out there needs a creative imagination to assist then get in touch!

I can tell you waht I want to see in your games, and you can tell me that it'll be bloody impossible to do!

:-)


I hear you. I was asked to design and write the story of a
Chaos Engine -like game once. Must have been some eight years
ago or so. The programmers kept telling me that they
couldn't implement my ideas - "we need repetitive blocks!"
was the mantra. ;-) At any rate, it could have become a
nice game if life hadn't intervened as usual. I still have an
early alpha lying around somewhere. It would have been
better looking than anything available at the time and with
my 25 page story-line and varying levels it could well
have been popular - in theory.
 
Well, such is life.
.
SlimJim
 

Offline SlimJim

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Re: Games for A1 / AOS4
« Reply #5 on: June 06, 2003, 11:09:08 AM »
Quote

masc wrote:
@SlimJim:

The website for E2260's dev team is http://www.starforge.co.uk.  There is not much info available apart from the archived CEG and it's sister title Maim and Mangle but its worth keeping an eye on.


Yes, not much activity there for now. Let's hope things
speed up with new systems arriving.
.
SlimJim