You both pleased me
We are much close to what seems: impossible for a little studio, perhaps re pick from oldies and injected to new engine...
pref wrote:It's not about more content, more time (its near 10 years dev time for XR anyway).
maybe 10y side project... that makes all the difference. And leaded to an engine not to a game
pref wrote:It's about how you can interface with the economy, or the player assets.
How they are meant to be used.
What aims you can have in the game, the challenges it presents.
except "economy" which is more related to internal mechanics, all other are 'objects', contents, though...
pref wrote:Not necessarily more dev resource is needed, and especially less then implementing a flashy and involving FP plot. It's just a different concept from start.
"different concept from start" is an endless topic.
Wrt dev resources, its a tiny bit discussable as we don't have hand on dis/agreeing any feature other way than modding(on its range).
pref wrote:To me it seems having a good sandbox with more capable AI (dynamic faction interactions, or real opponent(s) for the player) is much more within reach for a smaller studio, then all the things necessary for an AAA plot these days.
Maybe, maybe not... Ask yourself what are the mere differences between your examples and what it implies in matter of programming.
I'll add that once a side picked, the more you'll advance in it, the more you'll be tempted to add feature of the other camp in your own work...
pref wrote:And the kind of world ES built until X3 has a place on the market, as it's unique.
But unlike you, i see that as a reason to go on with it. If you have a good idea why dump it, and try to do something that has already been done a couple 100 times, with budgets ES cannot even dream of.
I see reasons too, and i was really surprised (i can't remember where) that Bernd think about it too...
But ES hasn't concurrency where they excel... They have only on budget, it seems to.
pref wrote:I agree that it's good to make it play fluent, and easier to understand from start - but that rather needs UI and AI improvements, not leaving out important features
Though, dev resources, and dev resources. To not say 'content'
pref wrote:, while adding minigames and an FP aspect that has no relevance to the rest of the game.
its new things... I see a lot of possibilities with both added to Xuniverse
pref wrote:Just a matter of focus, definitely not a herculean job.
ok, then this focus part is probably already at work on what filter from a huge mass.
The result still need to be re programmed inside the new engine...
pref wrote:Or scrap the X3 evolution, but for a good reason
I fear that the good reason is 'dev resources'
But I hope that only means that they abandon sequels. Not updates
pref wrote: - XR hasn't any great ideas that would make it excel in comparison with X3. Its the same stuff just a light edition, and an attempt to cath up with todays mainstream game components like minigames, FP, facial animations with voicover, fully controller compatible (focused) UI design etc.
For sure, its alpha against X3 which is close to omega
pref wrote: I'm happy if they succeed in all this, but i still have to see a game in there somewhere. And if time is short, the game itself is more important then flashy details.
In other words, i'd rather play a game with less complex 3d models, without seeing the drones doing the freight transfer - but with an AI that can navigate the environment, and close a trade trip in human time.
They don't bankrupt yet? So they succeed
But you get a point here
If we forget that ES is only making plot... In a Sandbox
On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.