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Raph Koster continues outlining the design pillars for Stars Reach. In the latest round, he dives into intentional optimism and welcoming, how heavier topics fit in, and the importance of community.
Comments
Couldn't agree more. Can't count how many times in the last few years I have just walked away from games because they felt the need to push political or social constructs as a main focus of the games. I play games to relax not be reminded how screwed up the world is.
Raph asked me to pen some lore for the game:
The previous ones ignored the signs of change, they ignored their heating planets and continued to buy bigger and bigger spaceships. Soon the Igtitblie Sky Whales died out, and then the Hofiblit Loons perished due to the greed of the previous ones. Then, after denying science they elected an Orange Kranlke as emperor who abolished all their freedoms and enslaved the weak. He forced them to all eat Moon Burgers and they farted themselves to near extinction.
Will you make the same mistakes?
PLAY STAR REACH NOW!
And yet here you are...
I applaud a game which says the future can be bright, I am beyond bored at the never ending dystopias we get from Film, TV and books. If you use anything too much it becomes banal and dystopias are so overused it is ridiculous.
I do detect some mixed messaging in theme though if this is "retro SF" (I don't really see it as retro, its just a different take on the genre). After "plundering" their home worlds species have a second chance on terraformed worlds so in game plundering will be punished and good shepherding rewarded. I will use mining here for the purposes of analogy.
First an historical note, if humanity had not mined every ore it could get its hands on etc we would not have a civilization, so "plundering" is a rather subjective.
But, there is a difference between open cast mining and abandonment and refilling to return the pit to its former landscape. So there is a better way of taking resources, but you still need to take them.
So it will depend on how these rewards and punishments are dished out, we shall see.
I understand why the game has not gone hyperrealistic, but lets be honest, hyperrealism is never "boring". The "minecraft" element of the game and wanting the game to not look dated in five years time are reasons enough. I also must challenge Raph on his assertion that hyperrealism "specifically chases away women players" I put that to some girl gamers in one of my guilds and they laughed.
The only issue I have with the graphics are that they are a tad too cartoony and very garishly coloured. I get the hope theme of the game, but we don't all need to be walking around in day-glow outfits for the game to resonate that surely?
I have take a stand against the idea that Combat marginalises every other form of gameplay. It just depends on how you implement PvP and if he is saying PvE combat marginalises everything else I am not even sure where he is coming from.
I am not sure about the horizontal progression either, the game will miss out on if there is no vertical progression and very limited combat. I don't see combat as being detrimental to the community as Ralph does as long as the game is set up properly. Specific zones for PVP and so on, but clearly he is headed a different way with SR, only time will tell if his vision pans out.