Wing Commander III
filfre.net
filfre.net
His name was on the cover of the box haha.
But yeah him being the showrunner was one of the primary reasons the original Star Citizen scam^W kickstarter went so well. The space sim genre/community was so dead back then that at that point we would've thrown money at anything.
You'd probably be interested in Rebel Galaxy Outlaw (2019). It's extremely Privateer-influenced.
Surely Elite and Elite II deserve more of the credit there?
Still my favorite space game ever had to be Starflight though Starflight II came close. Not the same play style but early games on computers during that time were such a marvel for how much they did with so little
Starflight! Probably the first video game I ever got day-and-night absorbed by. Still one of my all-time favorite games. Not even Star Control 2 had a universe that felt as large as Starflight - and it came on 2 360k floppy disks!
The ending was certainly cathartic after everything that had happened from the beginning until that point.
Oddly, I feel like Prophecy may have had the best fleshed-out flight system, but I wasn't a huge fan of the story. WC4 had the second best ending, though! Only behind SO2 in terms of relieving you of the frustration.
Privateer is definitely an interesting game, and it's really weird that they never really tried to follow that model again. Privateer 2 is best not brought up, and by the time any theoretical P3 could have been in development Origin was already dead.
I liked WC:Prophecy a lot too, but the trade aspect of Privateer was what really got me hooked. Also, the sheer size of the Privateer universe was mind boggling at the time. That and the graphics almost seemed like witchcraft given PC capabilities of the day.
Also lack of in flight saves and close asteroid spawning makes it tough even with the best ship and shields.
Lack of saves really enhanced the risk aspect of those fights too. Something lost in a lot of games today IMO.
I will see you in heaven.
Some remastered bits of soundtrack: https://www.youtube.com/watch?v=fJD6YpHD5O0&list=PLFB7GcAB-z...
I wonder how many people remember Privateer 2 with all the cut scenes with the guy who played Darius in the old Highlander TV series?
http://privateer.sourceforge.net/
Based on the VegaStrike Engine (a really cool game by itself):
When I was a kid, buying a new game was nearly impossible; If I was lucky, I'd get one for a birthday present or a Christmas gift. Occasionally a cool friend would lend me a copy of something. For a very short time, I lived about a mile away from a video game rental store and I'd sometimes be able to convince an adult I was responsible enough to return the game and spend my own money renting a game over a weekend.
As a result of this, I'd spend many, many hours on the same game. I'd "beat" the game, but I'd also have this sort of mental model of challenges or 'perfect' gameplay that I'd try to achieve. It might be a score. It might be a time. It might be collecting all of a thing. It might be getting to a particular location that appeared to be 'off limits.' It was basically 'achievements' before there were achievement systems, but they were generally a lot harder and all the rewards for doing it where self-generated and internal. (I also spent a lot of time thinking about whether a thing was possible, and if it wasn't, why not.) This also allowed me to spend a lot of time on games that weren't very good and find some good within them.
This post reminded me of this, because Wing Commander (the original) was one of those games I played over and over again. (I can't really recall what my goals were for the game, but I remember it being particularly difficult to achieve them.)
I don't really do this with games anymore. Even in the case where I don't have the next game chosen and already in my line-up, it's easy to buy a game online and have it downloaded and playable within an hour. There aren't any surprises: readily available game reviews tell me basically exactly what to expect. On a game I particularly enjoy, I might spend some more time on it by gathering the achievements, but achievements really pale in comparison (in terms of both difficulty and reward) to what I remember of doing this myself in my youth.
It's like the difference between reading a novel and really understanding a novel at a deep level. I think I'd like to get back to those deeper dives; but with more money than time (versus more time than money that I used to have), so many excellent games available, and all kinds of other distractions, I'm not really sure how or where to begin. I'm also not sure it's just me, or if games in general have lost a sort of magic they used to have.
I remember playing a handful of NES games countless times, and being able to beat several of them in a single sitting.
I think some people manage to hold onto that (see speedrunners and/or world-class players of this or that game), but you'd have to be very intentional about it.
I'm really fascinated by speedrunners who can beat my favorite classic games less than an hour, sometimes in minutes. Some of that is cutting weird corners but often it's pure excellent execution.
I often wonder about doing that myself, playing hundreds of hours of a single game to master it. Putting all of my focus on a single game like I used to as a kid, but I don't find anything keeps my attention that way now.
I think partially it's what you said, more money than time and I naturally gravitate towards spending my time on novelty instead of mastery. That's just how my brain works.
The other piece is when I look back, I don't think I spend nearly as much time replaying the same things in the past as I feel like I did. I think those memories of playing and replaying games are somewhat distorted by my memories.
I also spent a great deal of time watching those games being played by friends and their siblings and so forth, during sleepovers and after school.
Ocarina of Time speedrunning has gotten to a really weird place now, where they basically set the character's name to a string of bytes which are executable code, and then de-reference a pointer to it and warp directly to the end credits, all within a few minutes of gaining control of Link. But, the community has a whole bunch of categories for different types of runs, from ones that are basically the Any% category before SRM (stale reference manipulation), to semi-legitimately beating all the dungeons (though with lots of sequence-breaking), to fully glitchless. It's a lot of fun watching some of those other-category runs for a taste of "normal" gameplay done at a very high level.
Another thing that's fun to watch runs of is randomizers (chest contents, quest rewards, sometimes even doors), since then you're not just seeing high level play, you're also seeing someone doing the live work of reasoning about their route through familiar-but-scrambled territory:
OoT speedrunning is very unique, and since it was a game I played a lot as a kid I'm always excited to watch the ways it's beaten.
I do admit I prefer the categories that emphasize more gameplay though, even if the glitches are incredible.
The great games have no "finish". Where is the finish line in SimCity? Factorio never really stops, just getting bigger each time you play. I don't like SeaOfThieves but I appreciate that it is about playing rather than winning. And I cannot be the only one who has never bothered to kill the ender dragon.
Hah well this is obviously highly subjective.
I think part of this was because games used to be about the gameplay, and not about the special effects.
A few weeks ago I got an old Pong cart in the mail. By the time I looked up from playing it, I'd lost half a day.
No special effects. Minimal sound. Irritating controllers. But almost entirely about the gameplay, and not about the game.
Gaming is in very good shape right now. I think most of the lack of immersion comes down to age. And also comes down to having many more diversions when you have an afternoon to yourself with time to play.
There are just as many great games, they're just not the ones advertised to you.
I always speak for myself dude. Like everyone else in here.
they're just not the ones advertised to you
I'm not learning about new games from ads. I don't view ads at all online.
The loss of "novelty", to me, one of the most challenging things about aging. You can't feel the excitement of certain things again as you did when you did them for the first time. I think this is why it's important to try new hobbies.
I feel the same way about many things, like (to keep on the space theme) all the recent iterations of Star Wars and Star Trek. People love to complain that the new SW trilogy (or the prequel trilogy) or Star Trek Discovery is a load of rubbish but the reality is that we're just older. Things aren't going to spark in the way they did when we first watched. And that's fine.
Or maybe not. I'm yet to see any modern game that would even remotely approach the magnitude of SC2. So far, the closest competitor was the original Mass Effect game, itself clearly influenced by Star Control games, but even it failed to surpass it.
That being said, if you count the totality of the Mass Effect trilogy, including all its DLC, I think you do get the magnitude of one Star Control 2, and it's generally fantastic.
Off the top of my head:
- Outer Wilds (an entire solar system is a puzzle stuck in a time loop)
- Hades (a roguelike where dying progresses the story)
- Slay the Spire (a hybrid deckbuilder/roguelike where different runs can produce drastically different gameplay and builds)
- Dead Cells (a hybrid Metroidvania/Roguelike with Diablo-style random weapon/item spawns that force the player to use different strategies with every playthrough)
- Into the Breach (from the guys who made FTL)
- Undertale (a fourth-wall-breaking RPG in which you can talk your way out of any battle, with multiple endings)
- Signs of the Sojourner (a narrative deckbuilding game where your cards represent different types of conversation)
- Her Story (a game all about watching pieces of footage from a deposition about a death... or is it a murder?... and trying to figure out what happened)
- Baba Is You (a puzzle game in which the rules are also objects in the game that can be moved and changed)
- Hypnospace Outlaw (a simulation of an alternate-reality 90's internet)
- The Stanley Parable (a game about following directions, or not following them and irritating the narrator)
- The Beginner's Guide (a narrated tour through the games of another developer, possibly without their approval)
RimWorld - "sims"
What I was talking about are games like Star Control 2 and Dune 1, where they boldly mixed completely different genres and, in SC2 case, added a very deep lore and managed to feed it to you at the right pace, not overwhelming you with information, and giving it in entertaining way.
For example, I would love some nice space RPG with FTL-like space combat. But they just don't mix genres that way these days.
I have no idea if there's any truth to it, but it sounded like my idea of heaven for a long time. When I learned that they were still working together (Toys for Bob) many years later, I harbored a fantasy about going to work for them.
I doubt that Paul and Fred would have actually disappeared to write the game, but the story is 100% Paul's sense of humor.
While I've been a fan of Discovery for the most part, and it occasionally shows glimpses of promise, it's largely not "Star Trek." The story telling is simply just not rooted same soul that Trek has been built upon. I'm okay with change, but not so much with creating flashy spectacles at the expense of meaningful story telling.
And all of this on the kind of technology platform which could easily have enabled the absolute worst of the Lucas instincts to thrive as far as overcomplicated plots and gee-whiz special effects. Somehow it managed to take us to a dozen different planets and yet stay firmly rooted in a story about parenthood— and that, between a faceless warrior and a voiceless puppet. Wild!
That's a good way to put it. Entirely agree.
I remember being really bored with choosing the ships by hand and so reverse engineered the Ship Team format and wrote one of my first "for myself" programs in Turbo Pascal to generate random ship combinations.
Few years ago I replaced SCII story mode and found it to be a total delight, especially now that I recognize the fine humor in English.
And now I have two sons about the same age that I was, and they got hooked on Melee as well and would play each other and myself, bringing warm happiness to my heart. One of them drew some ships for me on paper and they're on my corkboard in here, making me smile every time I look to the left.
I wish there was a SC3!
:)
The driving factor is that some ships were virtually impossible to defeat in a skilled player's hand so we had to resort to random selection to be even remotely fair to everyone.
To me, this is where the “start a new company doing something good and interesting” kicks in, it seems. The best part of ageing seem to me that they grey hairs that I acquired during the last startup make it easier to the next one.
I still like them, but on an emulator, with cheats for easy experience or money. I enjoy the story without the grind, and although I lost the perseverance and endurance I had then, I don't think I'll ever have the time (or the patience) to play them properly again.
You lost something to gain something else.
If I've lost anything as an adult it's that I'm less tolerant of games that don't capture my interest. As a kid I replayed certain games because I simply had fewer games to play. Now there are so many free or cheap games available but I find I quit new games quickly unless they capture my interest.
this is why I actively avoid reviews for any media I might be interested in watching. I don't want any influence on my experience at all. I don't even let my friends tell me why they like a movie: if they recommend it, that's the most I want to know. It's awesome! I can pick something up like Nier or the first Avengers movie, and it's a completely immersive experience. I don't think it's difficult; it's not like reviews are some core part of life that can't be lived without. And I can't speak for you, but for me, not having reviews is part of the magic of gaming that I experienced as a kid: blindly choosing games to try based on cover art, the name, the studio, the console, etc. Building up my own idea of what the game will be like, making sense of the game as I experience it with no expectations, and finally forming my own opinion of it makes gaming feel like it did when I was a kid.
The exception is for games that I just never would have heard of. There are literally thousands of games out there, and if it's not modern, it's probably not going to be talked about. So I'll watch stuff like Ross's Game Dungeon or Civvie 11 to get a taste of older things that would be harder for me to stumble upon, and just keep a distant finger on the pulse of what's hot today, like Among Us or Fall Guys.
There's also minor stuff that I think people underestimate. When I play games, I don't have a second monitor with discord/netflix/youtube, I don't constantly text people. I just play and if I get bored, I take that as a sign that I need to work harder to figure the game out or just play a different game, like kids do. If you get stuck, try to find a PDF of the strategy guide instead of looking up youtube walkthroughs.
In my experience, gaming has always, continuously changed. There's some magic that older games have that new ones just don't, but there's also magic to newer games that older ones just don't. And there's also the player's ability to immerse themselves into the games. I try to be mindful and actively fine-tune the way I game and it's had great results for me whether I'm playing my childhood classics, experiencing old games for the first time, or jumping on the bandwagon of what's shiny and new.
EDIT: not to say that I don't still enjoy games, but games have to either be really fascinating (factorio, surviving mars, city skylines) on a technical level, be social (multiplayer minecraft with my kids), or emotionally engaging (some RPGs, but usually only one playthrough)
How rare is that?
I stopped playing it years ago when they changed the gym system from a stacked tower to some system where your guys would lose health automatically just by being in the gym. Took the challenge out of it.. I was a completely solo player and enjoyed the challenge of taking on a fully stacked gym tower by myself.
Just as well. It did a number on my phone's battery with their poor coding (e.g. loading graphical assets over and over through an uncached encryption routine or something).
So I'd just play the same levels over and over again. It would take me years to eventually beat Wing Commander 2 and 3. But it wasn't repetitive because I didn't feel any pressure to actually beat the game. I think I was actually more invested in exploring the logic of the game and creating imaginative storylines instead of actually getting invested in the game.
This one alternate mode of play contrasts to my kids where they seem to have two modes of play. One where they do the same thing and just explore game mechanics while dying over and over, and another where they actually want to make forward progress and often reach out for help. Luckily my generation is more acclimated to this type of interaction so we help out where in the past we would just struggle along or get sidetracked.
This somehow led me and my friends to discover a very unintended way to reach the level select in Sonic 3D: place the cartridge in as loose as you can, and then shove it down fully on the Traveler's Tale logo. Crashes 9 times out of 10, but always worked eventually.
I remember playing Dragon Warrior on NES late into the night with friends. Grinding away to get that next item and leveling up to fight bigger monsters. It was really fun, really exciting.
A few years ago I got an emulator and fired it up. Played about 5 minutes before I couldn't continue. Just didn't have the desire to grind away. And the emulator had a fastfoward button, which I found. So I just kept zipping around and running into monsters, not even wanting to spend the time to fight them. Spoiled because I didn't have to die, I could just reset to a save point.
I dunno. Maybe that just happens when you get old. Maybe it's just that there's so much instant gratification. I remember playing zelda and meticulously making maps on graph paper etc. Today you can just look it up on the internet in a minute and print a glorious, in color complete map.
It's just not the same anymore.
I've been having a blast these past few days exploring the vast world.
There's nothing that Google can tell me about it. There's still people playing (and building) it, so I can ask for help - my old clan is still going even - but there's no instant fix on everything.
I don't know how long it'll last, and the time it will take is too much to fully immerse, but I've already started making some maps and trying to tackle some quests.
As I said in the other reply on this thread, it's RavenMUD, ravenmud.com 6060.
I used to play EliteMUD a ton decades ago. We used to get up at 6am to grab some computer terminals at the city's computer center and play all day.
I could've played from home but the phone bill would've been crippling.
Of course, gaming is not the only hobby that a person can gain satisfaction from, and you can similarly get that sense of growth from other goal or skill based hobbies. Painting, music, or even just learning a foreign language. The payoff may be much greater than mastering a game, as society at large tends to value these "worldly" skills more than gaming skill.
Thanks for mentioning Hades, based on the steam reviews and gameplay trailer, it looks promising.
There were a range of medals you could get, too. Think I had to complete it several times over before I was sure how many there were!
I played 100s of games on the Amstrad CPC and Amiga in late 80s/early 90s. Think for me the magnus opus of gaming was the possibility of being able to play people online. The level of competition is high and it almost feels like work, so I stick to turn based games like Civ - but still fond of all the nostalgic game titles.
I vividly remember playing one of the Shinobi games on the Sega Master system, and spent a huge amount of time wandering back and forth in the levels thinking about the townsfolk who occupied various buildings and their work days.
There was also a mountain range in one of the backgrounds on one level, and I recall spending time planning to explore it later, even pausing the game to draw a map of an imagined village there.
Of course now the vocabulary of games (and my understanding of them) has changed a lot, and it's far more obvious what the limits of a game and its interactive areas are - to me they're now throwaway pieces of entertainment, no longer worlds to inhabit and explore.
I remember Choplifter for the Sega Master System. Half the fun was the story in my head regarding the hostages, the behind the scenes operation of rescue attempt, etc. And the tragedy of it all going wrong when you'd crash with people on board...
There's also accumulated gaming experience. I've been gaming for more than 4 decades, there ain't nothing new under the sun.
Also, real life cheevos are harder, and some would say more important, to attain.
I'd say for me, the magic of a lot of things wore off a long time ago. YMMV. GL HF
It seems like a grind from the outside but with the right game and the right community... there is always a faster time to achieve :) https://www.speedrun.com/
Of course, that got you thinking about upgrading your system and making sure your system could pull it off.
Of course the final fantasy series used in-engine cutscenes up through the sixth installment.
I missed some of the wc2 gameplay and was not a fan of how the story kept resetting the progress from the previous games ("humanity suddenly comes to an agreement and dismantles its full fleet", "ragtag peripheral colonies are the only ones who understood the enemy" etc...). The way Hobbes' character was retconned wasn't great - especially since they left out his final message (seriously wtf?)
I still loved the game, enough so that I remembered all of that from years ago.
Even putting the weird "we should exterminate them all" Cobra character aside, the idea made no sense logically. The Kilrathi didn't activate Hobbes during WC 1's Secret Missions 2 (during their holiest rituals for Sivar) but suddenly decided to do so when they were basically about to win (and had no idea about the Temblor Bomb et al)
It's part of a problem I have with a lot of fiction with sequels that has the heroes make significant character strides with implicit guarantees to the reader/viewer, only for those to be completely thrown away in the next volume / installment / etc..
In this case, Hobbes proves himself through Secret Missions 2 (when you fly the Kilrathi fighters) and then in WC2 (which seemed far more pivotal than the situation in WC3). Then for cheap drama and fake "serious" points, they flip the script in WC3 because your well-supported implicit understanding was only implicit and "it doesn't count".
(I still loved the game)
I think a lot of this stems from Roberts' not-so-secret desire to be a movie director; my guess was he was trying to streamline it to make things more "cinematic", but the end result was as you see. (The ill-received Wing Commander movie didn't cure him of this apparently)
The more I think about it, the more I agree with you; WC really did peak with WC2 for me. I didn't buy WC4, and only bought Prophecy years afterwards on sale for 15$. Meanwhile, I actually bought WC2 on release (despite having more precarious finances), and both Secret Operations.
We had an article about what made Ultima IX (or was it VIII?) a complete disaster and it was exactly from this same web domain.
I read the entirety of the WCIII article then ,since the ultima article linked to it.
I think the article is well sourced, and for sure i learned a thing or two, but more importantly, it made me think on how valuable sources of information (domains) get lost in the process unless the right HN user is posting it.
So much of this.
Actually taught one an approach to problem solving in that domain, in a a way that few other things can ...
Often wonder if there's an equivalent activity nowadays that would amount to this for newer generations.
Blown away as I was by this ("What? Sallah and Gimli ... wow") ...
... it is even nicer/weirder to find him here.-
(He shows up in the most onexpected places ...)
He was also, allegedly "taller than any of his fellow [LoTR] castmates"
(Then again, that whole franchise plays very well with heights and perspective, effects, etc ...)See:
- https://www.reddit.com/r/todayilearned/comments/7kd163/til_t...
And ... this.-
Speechless :)
Don't forget his role in 'Sliders.'
Great flick, by the way.-
(At least I liked it ...)It doesn't get too much attention in this story, but it sounds like this was a rare occurrence where EA actually improved a beloved gaming franchise! As opposed to burying it in a shallow grave and urinating on its still-warm corpse, as is their tactic with most franchise acquisitions in recent years.
Privateer 2 was a more ambitious and interesting take on the same theme, I loved that one too.
Maybe I was just getting too old for video games, but I played Oolite (never played Elite when it was current) for a little while when I was between jobs at 40 and loved it.
Additionally, the big studios with their cut scenes set a kind of bar that the indie game dev couldn't match. It eventually sorted itself out but at the time it looked like the big players were moving in and the indies should probably head off and get "real" jobs.
That's definitely part of it, but the game was essentially unplayable without QEMM386 (a commercial expanded-memory manager of the time). With the MS EMM386, you would regularly get crashes to the dos prompt (I think the typical error included a .OVL file in the output).
Prior to the knowledge of QEMM being needed to play it, it just had the reputation of "buggy as hell" which had to be contributory to its poor sales (I think a WC branded game that was equally buggy would have probably sold much better, but the bugs were the nail-in-the-coffin)
Wing Commander was simpler: shoot to kill.
JEMM, integrated into Ultima 7, made that particular title hellish to get working. You needed to find a mouse driver that was small enough to fit in conventional memory because JEMM wouldn't work with EMM386.SYS or QEMM386.SYS loaded and would not let you play if either were loaded or you didn't have enough conventional memory.
Their best efforts to make the game friendly to people who didn't have the technical knowledge to deal with EMS/XMS actually made it significantly harder for non-technical users AND technical users alike!
However, as it goes with anything game related, there wasn't a single version of JEMM (just like there wasn't a single version of e.g. Sierra's SCI runtime), so they all had different features and quirks. I believe they mostly shared the same VCPI interface though, as MyJEMM[1] was reported to work with most of those games despite being developed specifically for Privateer.
Loved that game. Sad to only see one mention of it here, but at least I know it wasn’t a fever dream I had.
If you feel like playing someone did an update: http://privateer.sourceforge.net/files.shtml
>The goal was, if someone said, “What’s an interactive movie?” we’d just hand them the CDs from Wing Commander III and say, “Here, check this out.”
>This is not necessarily a bad thing in itself, of course...but the lack of any real gameplay evolution within that look and feel perhaps is.
So...even back then, EA was in the habit of buying successful game properties and ruining the core gameplay by turning them into essentially interactive movies full of cut scenes.
Sometimes I wonder what video games would be like today if EA and a few other choice companies...cough...activision...Ubisoft...cough just didn't exist at all....
If EA didn't exist, it's very likely that Origin would have either been bought out by some other company or collapsed. They were in dire straits at the time of acquisition.
I did read the article...it wasn't EA's influence that led to the game's direction it that case...i just thought it was funny that EA got involved in the series at the point where they started going for visuals over gameplay. Seemed fitting for what EA would eventually do.
>If EA didn't exist, it's very likely that Origin would have either been bought out by some other company or collapsed
I know...my wonderings were more...
'What would video games look like today if corporate profit as a primary motive hadn't won out and major game studios still made games with that nostalgic 80's-90's gameplay first ethos i'm likely looking back at with rose tinted glasses...'
Still...sometimes i wish games had gone more the way me and my cousins and friends had always hoped they would back in the days 3d games started emerging rather than the profit driven, microtransaction oriented, interactive movies video games actually became...largely driven by the companies mentioned in my earlier comment.
Nowadays, you create shit games and throw money on advertising, you get millions back...
I love the author's write ups but honestly I need to set aside time to read them thoroughly since they're so dense. Thanks so much for these!
So she is still out there somewhere, living her best life from the sounds of it.
I won't draw cause and effect here, but I didn't really Become the Change in this regard until after I encountered Violet Blue's writing, who for a time was practically a spokesperson in the area you're talking about.
Same goes for EverQuest. So much fun.