Showing posts with label frontier. Show all posts
Showing posts with label frontier. Show all posts

Saturday, 30 January 2016

Frame Shift Drive Charging [Elite Dangerous]

A long time ago, in a galaxy far away, a blogger backed a Kickstarter campaign for a sequel to a classic space-opera themed computer game. Despite a rocky start, the campaign proved to be phenomenally successful - and in due course, the game was released to a warm welcome from its many fans. Feeling immensely satisfied, the blogger downloaded his free version of the game, installed it and hit the "play" button on the launcher...

...only to discover that his pre-Bronze Age PC was so low spec he had no chance of ever running it. And so the dream died and the blogger drowned his sorrows and continued with his life. When the pain wasn't too sharp he would continue to read about the game and the exploits of its pilots, and even watched in-game events streamed on YouTube.

The pre-Bronze Age PC struggled on for several few months, occasionally shaking or emitting smoke or sparks, until finally it could calculate no more and departed this earth for the greener pastures of the Cloud. It had served its master well and had had the digital equivalent of a good innings.

While the blogger mourned the loss of his faithful if pathetic companion, his heart was not entirely sad. In fact, while this may appear heartless to some, he realised that finally there was an excuse to buy a half-decent machine!
There was a moment of suspense as, once more, the "play" button depressed and the hard drive fired up - and a whole new world opened up.


The Sidewinder Sleeps Tonight
I can't claim to be that far ahead of the curve on this occasion - thousands of people are already playing Elite Dangerous so there's a steep catch-up curve ahead of me. However I can report that my old BBC B docking skills have survived cryosleep and the new game isn't too difficult to pick up. I will write more about the game when I've had more of a chance to try it out.

Right On Commander

Friday, 4 January 2013

L33T! [Elite: Dangerous]

Congratulations to David Braben and Frontier: the Elite Dangerous campaign has reached home base, smashed both stretch goals and broken the record for the highest successful Kickstarter target, and is about to close having raised one and three-quarter million pounds of startup cash. Along the way a whole shelf of Elite universe novels have also been successfully launched and a new form of meta-funding invented, and LBC presenter Julia Hartley-Brewer was rendered speechless at the suggestion Elite Dangerous might prove to be more fun than a slinky. So now David you have no excuse: go and write the damn game.

Wednesday, 26 December 2012

May you live in interesting times [Elite: Dangerous]


The Elite Dangerous kickstarter campaign is closing in on the £1 million mark (four fifths of the target) but with only 9 days to go there's still some question as to whether they will succeed. The video above was released a few days ago, and together with the concept art already on the site, really gives a feel for what Elite Dangerous will be trying to achieve in terms of epic atmosphere.

It's a relief to see evidence of such clear vision, when earlier in the campaign the team seemed to be more focussed on how good the clouds were going to look (impressive though that might be.) It's also encouraging to see profiles of team members and quick and reasonable answers to questions from backers. This campaign has suffered from a slow start - but in a way that's encouraging too, we're not backing a slick marketing job but a small company with genuine enthusiasm.

Interestingly, there's also a kind of meta-fundraising going on that I haven't seen before on KS. One of the KS pledges is the "writer's pack" - a £4,500 license to write a novel set in the Elite universe, with co-operation from the programming team who can add elements of the novel such as planets into the game. Amazingly it's working - several writers, such as Drew Wagar, have come forward and have started their own mini-Kickstarter or indiegogo campaigns, most have hit their targets and added their pledges to the main E:D campaign. The latest author to join the fray is BBC tech journalist Kate Russell - check out her Kickstarter page here.



The videogame market is alive and well. There's no shortage of casual jewel-matchers, FPS and MMO lookalike wargames, or quirky indie concept games. And sadly there's also no shortage of games with a magnifying glass on the cover. What's missing from the computer gaming world at the moment is the epic. And Elite: Dangerous is one project that just might produce one. Would you like to know more? Main Kickstarter page here. You can also read more on programmer Michael Brookes' blog, The Cult Of Me.

Wednesday, 14 November 2012

Kick Start My Heart [Elite Dangerous]

There's a faint glimmer of light at the end of the (docking) tunnel: a Kickstarter campaign has been launched to fund a new Elite game, Elite Dangerous.

When the classic space-opera Elite first appeared on the BBC Micro it was ground-breaking and a work of genius. Eight galaxies of 3D open-ended interstellar trading, fighting, adventuring, asteroid mining, docking and ship upgrading were squeezed by programmers Bell and Braben into less memory than an e-mail.



Elite is still the watchword for non-casual computer gaming. The learning curve was brutal: it took me three  weeks of playing to figure out how to launch my ship, turn it around and return to dock (you are required to match spin with the space station) – only then could I venture out beyond the safety zone, try out my shiny new hyperdrive and get blasted to pieces by space pirates. Elite rewards the dedicated player: some events in the game are only seen rarely, or are scheduled to occur on reaching a particular rank which could be weeks or months into playing.

Elite created something which still marks out the best computer games: a player community. Micro User, Acorn User and BEEBUG magazines regularly printed letters describing dubious in-game discoveries e.g. “I found another secret mission!” “I was ambushed by Thargoids!” “I saw a space dredger!” sometimes accompanied by pencil sketches and followed by weeks of debate as to whether the space dredger was real, or whether the pilot had indulged in one too many narcotics trading runs.

Versions of Elite appeared on different computers: each with its own graphic style and quirks. An early PC version was extremely playable however the best and most quirky version was produced for the Acorn Archimedes: features included an ongoing war between police and criminals, and fleets of unarmed Space Missionaries calling on you to repent. A popular hack for this version kitted out your Cobra with fluffy dice and a bumper sticker.

Elite also spawned two sequels: Frontier and Frontier First Encounters, both groundbreaking in their own way, and then - nothing. Rumours of a planned Elite 4 have come and gone, and all but a few of the waiting pilots had given up hope.

So last week's announcement, more or less unexpected, came as a pleasant surprise. The story is by no means over: the campaign is live and the video and concept art look serious, but Frontier have yet to achieve their ambitious Kickstarter goal, and then they have to actually write the game. As a backer Sci-Fi Gene is hopeful and looks forward to completion - Godspeed Elite Dangerous.

Monday, 29 December 2008

What about the crew?

I've played a number of space sims looking for a way to live out the space-opera experience (think Star Trek, or even better David Weber's Honor Harrington series). I'm not hugely interested in mission-based fighter sims, however many wingmen you get - what I'd like is to be able to captain a large, complex capital ship, to be able to make both military and non-military decisions, and to manage crew dynamics. My search so far:

Frontier series: allow you to interview, hire and fire crewmembers who have names and faces; they occasionally quit of their own accord; the offer of work on one bulletin board may correspond to a missing persons or wanted notice elsewhere. However we're only usually talking about three to seven crew; and apart from remove the chocks at take-off they don't seem to do all that much. This is also not really a capital ship game as in the Elite universe the small one-ship import-export entrepeneur is king (think Only Fools and Horses in space) however Frontier is the only game that gets ship choice right: it's not about working your way up to the biggest, fastest, blingiest ship with the most weapon ports, it's about specialization and the right sized hull - that enormous cargo-hauler is great for profitable trading routes or exploration, but will be too slow for a high-speed parcel courier or an assassin overtaking his marks in hyperspace. The equipment you need e.g. cabins for a passenger ship, takes up so much of the hull space that you can't afford to be a generalist.

Battlecruiser series: larger crew complement, varied roles, crewmembers actually seem to do their jobs, move around the ship and come on and off duty. The ship feels like a capital ship, particularly as you can scramble fighters and shuttles to deal with some situations. However only bridge crew and fighter pilots have any names or personality and they are fixed - you clone them if they die; other crew members can be hired at space stations but are just numbers.

Both series were let down by bugs and other issues around release. BC should have been closer to what I was looking for but FFE was in fact much more enjoyable and immersive despite the bugs.