How will the first 10 minutes play?

Post and debate ideas and concepts

How will the first 10 minutes play?

Postby JTxt » Thu Aug 15, 2013 2:14 am

The game starts. What happens?

(IMHO: I like it when games let me loose to explore asap. If I NEED a history lesson of the universe to play the game, that's ok, (but the game will probably lose me)-- but otherwise, let me explore, learn what I need to play, use my imagination, and make mistakes. I loved that aspect to Minecraft. Perhaps that example is extreme, but are we going sandbox? What do you think?)
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Re: How will the first 10 minutes play?

Postby DarkSpartan » Thu Aug 15, 2013 3:39 am

We're not entirely sure yet. You'll be able to explore, certainly. Exactly how much of what, we're still working on.
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Re: How will the first 10 minutes play?

Postby gerbilOFdoom » Thu Aug 15, 2013 5:58 am

This won't be decided for a very, very long time and even then, each server could change the starting parameters.
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Re: How will the first 10 minutes play?

Postby Eximius » Thu Aug 15, 2013 3:41 pm

Theoretically, one could adapt the single player into a multiplayer co-op. We're allowing for almost total control on the server side.
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Re: How will the first 10 minutes play?

Postby greekguy » Thu Aug 15, 2013 10:20 pm

A dayZ-esque fade into existence on the MP servers, and a brief intro in the style of bethesda games (not as dramatic as the Elder Scrolls series usually does though) for singleplayer would be easiest in my opinion.

On the multiplayer front, we can assume that the player knows the basics of the game, allowing them to have a rudimentary ship and galactic coordinates; exploration has been floating around as the killer feature for the game so we can allow the player to wander "blindly" (they know they're in the farthest fringes of humanity's galactic civilization) with encounters being randomly generated - a la Faster Than Light.

In singleplayer, I feel that a brief (skippable) intro to the intergalactic human race is appropriate. We stay vague on details and only hint at the possibility of alien races, outright say the location of the "core" worlds and shallowly explain why they are closed, while letting random encounters offer tidbits of info that drive further exploration (into the galaxy or towards the Core worlds).

All this is contingent upon how strict the procedural generation of planets and galaxies will end up being. Without an established galactic map to build on, any exposition we try to include could get lost in the randomness of player interactions with the world. Although, that could be left as is to create - easy - medium - hard - segments, deterring poorly equipped players (especially if they're haphazardly exploring star systems). Having areas that are inaccessible will go well with the player base we're attracting - I also think that this will keep players coming back to older explored systems, to access areas that were too dangerous before. Story progression can go hand in hand with these harder to reach areas.
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Re: How will the first 10 minutes play?

Postby DarthBotto » Thu Aug 15, 2013 11:31 pm

I actually think it may make sense to have the game start from a central hub location, like a massive space port and early on, the player acquires their first ship. That way, you get a sense of community that you may expand from.
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Re: How will the first 10 minutes play?

Postby mrout » Fri Aug 16, 2013 1:13 pm

DarthBotto wrote:I actually think it may make sense to have the game start from a central hub location, like a massive space port and early on, the player acquires their first ship. That way, you get a sense of community that you may expand from.


I think that's a really good idea. (I hope you don't mind if us programmers have our say too :P)
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Re: How will the first 10 minutes play?

Postby SunShiranui » Fri Aug 16, 2013 1:45 pm

Maybe put a few NPCs that help you learn how to play as well.
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Re: How will the first 10 minutes play?

Postby NatureHikes » Fri Aug 16, 2013 2:45 pm

DarthBotto wrote:I actually think it may make sense to have the game start from a central hub location, like a massive space port and early on, the player acquires their first ship. That way, you get a sense of community that you may expand from.


I like this for simplicity, but what if there were several starting points that lead to this hub early on. One player starts on an agricultural planet, one on a mining colony, one a trade port, etc. Maybe they're random, or maybe you can choose but they could all lead to this same hub, where you could choose your first ship and start to shape your own story. That way the intro would have little bearing on your actual "destiny", but it's something players could look back on and say "that's where I came from". They could also function as tutorials for basic functions in the game.
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Re: How will the first 10 minutes play?

Postby DarthBotto » Sat Aug 17, 2013 12:29 am

NatureHikes wrote:
DarthBotto wrote:I actually think it may make sense to have the game start from a central hub location, like a massive space port and early on, the player acquires their first ship. That way, you get a sense of community that you may expand from.


I like this for simplicity, but what if there were several starting points that lead to this hub early on. One player starts on an agricultural planet, one on a mining colony, one a trade port, etc. Maybe they're random, or maybe you can choose but they could all lead to this same hub, where you could choose your first ship and start to shape your own story. That way the intro would have little bearing on your actual "destiny", but it's something players could look back on and say "that's where I came from". They could also function as tutorials for basic functions in the game.


Not bad- I like it!

It seems like the starting hub idea is gaining momentum, so if it's a direction we'd like to go with, we should perhaps take it to the design section.
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