Now then, finally something to respond to.
Spertallica said:
(that's possibly even constructive for the space sim genre!),
...The very reason why I haven't closed this thread already
.
First, in all fairness, they (the Vasudans) weren't fleshed out as much as they could have been- however, there were references to their culture throughout the game. While it doesn't mean as much to one to fight along side them as the Kilrathi, how possibly could it? Taking one's personal attachment to Wing Commander aside, the Kilrathi have three entire prequel games dedicated solely to fighting them- of course there is going to be more attachment.
That was a part of my point, though - the Kilrathi had already started getting fleshed out in WC1. They were mostly just evil cats in WC1... but you could already see some development, especially in the two addons. By the time WC2 came along, the Kilrathi had a culture, they were an interesting enemy. And more than that - WC1 had pretty poor AI, right? Yet, I remember my hands shaking when I first saw Khajja the Fang in my targetter. I remember howling in fury when Bhurak Starkiller escaped me while his wingman killed the damn transport (ironically enough, that's also
exactly how the WC1/2 guide describes that mission). I hated that cat. This was already in WC1 - I reacted to these characters the way I did because the game creators had bothered to actually give us some characterisation, by describing them in the manual. This is something that Freespace never did - even after two games and an addon, the Vasudans were faceless and generic, the Shivans were faceless and generic, and, laughably enough, the ending cutscene for FS2 (if the player dies in the last mission, I presume - I've watched the cutscenes, but haven't played the game) actually has some kind of admiral talking about what a great man
Alpha One was.
However, the Kilrathi involvement in WCP arises to no more then a subplot at best outside of the initial prophecy starting the game- IIRC, they virtually never fight on your wing outside of one mission branch, and never offer you any really meaningful support or plot development outside of the intro and that particular mission branch in-game .
I disagree. Yes, the Kilrathi show up in very few missions - but their subplot is one of the most meaningful ones in the game. The hero has to deal with some really ugly demons from the past - he has to deal with his father's death, and he has to help Hawk deal with the fact that the war is over. The player can choose to attack the Kilrathi to avenge his father - and in this aspect, the fact that the Kilrathi assistance is relatively meanigless actually works to the game's advantage - by not putting the player in a position where he *needs* the Kilrathi, it allows him to make a crucial choice based purely on roleplaying considerations and his own feelings of what's right and wrong.
How much of a difference would it have made had there been no previous games in the series? In this particular regard, very little. That was the whole point of that subplot - it was there to explain to new players why not everyone in Confed is happy to be flying with wingcats. It's worth noting, that had Alpha One had a father who had been killed by the Vasudans - or even had he simply lost a wingmen who was a good friend of his in combat against them - Freespace could have actually conveyed the feelings of what it's like to ally yourself with someone you've been fighting for decades. But to do that, Freespace would have had to have a story and some characters - which it didn't.
I am talking about the space sim market in general as well as to the merits of FS1 and 2. Simply because a game doesn't sell more units during the selling cycle of another product in its franchise doesn't mean the game (or the franchise) is garbage. I argue that most gamers who bought FS1 (and WCP for that matter) are casual gamers, not hardcore fans of the respective games.
Yes, but that's my point exactly - if the WC series managed to attract hundreds of thousands of faithful fans, and the Freespace series failed to attract even forty thousand (after all, not everyone who bought FS2 were fans), then it's clear that WC is somehow better than Freespace.
I mean, you can argue (obviously) that some aspects of Freespace are better than WCP... but the way I see it, the future of the space-sim genre demands that we endlessly remind ourselves that Freespace was a failure. And if you think it was a great game, then it's even more important for you to try to figure out why it is that nobody else thought so - because that's the million dollar question that will answer why the space-sim genre is dead.
...Needless to say, I have an answer to that question - and it's pretty much what I said above. It's the story, and the characters. Space is a big empty place - it's cold, it's dark, it's boring, and no amounts of flashing lights, huge capships or beam weapons are enough to make it interesting. If I want to play a game where I fly something, I'll buy a flight sim - at least there will be some neato terrain there. If I want to play a game where I kill dozens of enemies, I'll play an FPS. What does that leave for the space-sim? Nothing. Space-sims are not about gameplay. Space-sims are about gameplay wrapped in a storyline. Nobody wants to fly an x-shaped space ship around looking at a bunch of floating crates. But you tell tham that space ship is the famous X-Wing, and those floating crates are vital supplies that you have to steal from Darth Vader's evil Empire... and you've got their attention.
That is what Wing Commander did right. And
that is what Freespace never did, mistakenly believing that it could sell purely on gameplay. FS1 sold well enough - it was a new series, and it came out at the same time as WCP. So, inevitably it was compared (and usually won the comparisions) in reviews to WCP, and of course those reviews focussed on the gameplay. But ultimately, those reviews were wrong - they took one element of the game, and claimed based on this one element that the whole package was better. It was a narrow, narrow view which led the makers of FS1 to make a terrible mistake by focussing on questionable gameplay-enhancers in FS2, while ignoring all the stuff that actually mattered. Had a new WC game come out at the same time as FS2, maybe FS2 would have sold more copies, winning over some casual players once again by comparative reviews (since, inevitably, such reviews would focus on the gameplay, arguing that FS2 is better than WCP2 <or whatever> because it's got huuuuge capships and beam weapons!)... but since there was no new WC game coming out, FS2 was left to rot.
If the casual gamer got bored with the then current generation of space flight simulators because they simply offered more of the same gameplay of previous space flight simulators with no real innovation (and I would fault both WCP and FS1 of this), why would they bother to spend money on a sequel, even if the sequel tried to render the some of the gameplay shortcomings of the previous games?
Quite, quite right. And yet, they bought the addons to WC1, which certainly didn't innovate. Then they bought the addons to WC2 (which also didn't innovate). Then they bought WC4, which not only didn't innovate, but actually got i]worse[/i] than WC3 in terms of gameplay. All those uninnovative games had a great storyline. And you know what game the people didn't buy? WC Academy.
Also, did WCP really not innovate? I think it was one of the most revolutionary games in the WC series. But here's the paradox - I think one of the things that make it revolutionary is the fact that nobody noticed how revolutionary it was. Because the revolution took place under the surface, where only deranged modders like me could fully understand it. The revolution lies in the fact that WCP was amazingly, perfectly scriptable, that you could literally do anything with it. And I think it is to the credit of the game's designers that they didn't vaunt these amazing new capabilities - I think it's to their credit that they didn't put big signs on the box about the engine's amazing scriptability, the way the FS2 designers had decided to advertise their engine's amazing new beam weapons. WCP simply took the scripting and made use of it to produce a great game where the gameplay was perfectly integrated with the storyline. And there are many other examples of this kind of thing. WCP's greatness lies in things unadvertised, things seemingly insignificant - things that, taken together, add up to the most perfect Wing Commander game ever. The cockpits, the background radio chatter, the way in which missions are integrated into the campaign (as opposed to FS, where the campaign is simply a bunch of unconnected missions in a sequence - not in terms of storyline, but in terms of the internal game logic), everything.
Besides, if you want to argue that people not buying something in a franchise = a franchise being garbage, it would imply that Wing Commander is garbage seeing as the last WC product released to the general public was WCM, and that resulted in a multi-million dollar loss.
Well, the WC Movie was a relative failure as a movie... but it sold more tickets than WCP (...or Freespace) had ever sold copies.
That having been said, this wasn't
exactly my argument. Commercial failure doesn't necessarily mean that a franchise is bad. I can think of several really wonderful franchises that didn't catch the eye of the public. But the ability of a franchise to attract a following of hardcore fans - that's much more meaningful. However bad the WC Movie was, there was hundreds of thousands of fans who went to see it just because it was WC. Most of these fans subsequently bought the movie on DVD or video, even though they mostly hated it - they still bought it, because it was WC. This didn't happen for Freespace - it's not just that the game was a commercial failure. It's more about the fact that its hardcore fandom never materialised.
I don't agree with that premise, but I am willing to argue that if WC is to be successful again, it needs to borrow a step from FS2 and focus on making compelling, innovative, and tactical (read- far more unscripted) game play, getting away from "Go on a 3 point patrol, blasting a stationary (and lightly armed (see below)) destroyer, cruiser, and related fighter contingents with just you and your wingman." That worked in the early 90's due to limitations in technology and because spaceflight simulation at that time was a novel experience, however, neither justification holds true now.
Well, I guess I'm repeating myself now, but I would argue the exact opposite. Freespace 2 is an extremely important lesson for the developers of future space-sims - but it's a lesson in what shouldn't be done. If the next WC game focusses on innovative gameplay, I fear that it will be a disaster (...but I'll still buy it, which is more than can be said for FS3
), because a space-sim without a storyline is doomed to the bargain bin.
Also, I think you overestimate FS2's tactical, "unscripted" gameplay. Yes, a lot of stuff was scripted in WCP... but in WCP, you could finish a mission in different ways, and the game would accept the consequences. In FS, there is only ever one way to finish a mission. WCP tells the player, "you're in a room, there are places where you won't be able to step, but there are three exits out of the room". FS responds, "you're in a room. You can do whatever you want, but in the end, there's only one exit, and in order to reach it, you have to way
exactly along this very narrow path". Which one of the two games is
really more scripted? I'll give you a hint - the one that's not called WCP
. Because even if the script is unwritten, even if you leave it up to the player to write the script (under the penalty of infinite mission restarts) - it's still a script.
I wish this was empty rhetoric. It's not. I can count the number of times I remember dealing with capship missiles in all WC games on one hand. When you deal with fighter launching capships in WC, they launch in waves (if at all) depending on whether you've killed what's out there.
Well, you're right about one thing - such missions certainly were a minority. Most missions were fairly uncomplicated affairs.
...But this was intentional, and I would argue that it was
good. Remember that bombing run on Kilrah in WC3? Great mission (err, actually, I personally didn't like it - but for the sake of argument, we'll call this unique mission great
). Now imagine if every WC3 mission was a bombing run like the one on Kilrah. Doesn't sound so great any more.
Any reasonable game designer will tell you, a game should consist mainly of routine stuff - that's what makes the special stuff special. This is another thing that Freespace did wrong. Back when TIE Fighter came out, everyone was amazed by this great new feature of being able to call in reinforcements or a rearmament shuttles... but Freespace made the mistake of assuming that this was a great feature to copy everywhere. And it's not - had X-Wing 2 come out a year after TIE Fighter, it would not have included that ability. Why? Because that particular feature had been added to TIE Fighter not to innovate, but to get across the idea of the Empire's infinite resources. And, of course, for this reason every once in a while there were missions where reinforcements were
not available - and they were memorable because you'd gotten used to such luxuries.
Again, the designers of Freespace didn't understand this idea - they thought that this was simply a great feature that, in and of itself, makes the game better. They didn't understand that it had been used in TIE Fighter for a specific purpose. It's the same way with every other aspect of this "tactical" combat stuff you mention. None of it is actually good in and of itself. Having capships clash once or twice in a game is good, because such events are memorable. But having them clash in every second mission is bad, because not only do you make the event less memorable, but you also make the player feel useless (oh, good, the capship will do the work for me).
WCP ships certainly fire back at the player and his wingmen- but, like in all games but arguably WC2, they are very unthreatening in and of themselves, because they just don't have the armament to repel fighter attack effectively.
In that case, you have my utmost respect - because I, personally, have lost count of the number of times I was shot down by a capship's guns and missiles in WCP and SO
.
In most instances when a capship does something that doesn't involve sitting there and getting shot at in WC, it isn't done in game, it's done through a cinematic. That's why the Midway TAG missile is disingenuous, you fire what is basically an ImRec at a transport, and then are treated to a cutscene.
...See above about special events vs. everyday events. Should game programmers really be forced to spend their precious time making a special feature that will only be used once (and rightly so)? The answer, of course, is no - not when they can spend their time making the game bug-free.
If there is a capship battle in WCP, it's done by cinematic, as the engine isn't even built to accomodate capship battles.
Sure it is - when they need one. WCP didn't require capship battles, because the game was specifically about a lone carrier cut off from the rest of the fleet. And carriers, by definition, don't go head-to-head with other capships.
In WC, friendly capships are liabilities 95% of the time- and the 5% is when you feel like it would be more fun to let a destroyer or carrier kill the light fighter that is chasing you around.
I think 95% is an overstatement, but yes, this is true to a significant degree.
...Because the game is called
Wing Commander.
Ask yourself this - in WWII (the inspiration for the WC series), when exactly were capships ever
not liabilities to airplane pilots? Pilots were always either defending them, or attacking them. In battles like Midway, where no visual contact was ever made between surface ships of the opposing sides, what possible benefit could your average Wildcat pilot draw from a capship?
In FS2, often the capships function as an asset to whatever your mission happens to be, be it reconing a nebula, escorting a convoy, or attacking another capship... and I would submit that this contributes to tactical gameplay.
Except that it allows another layer of depth in the gameplay that WCP doesn't allow- imagine doing a wild weasel, and then defending both friendly bombers and an attacking friendly capship from enemy bombers during a fleet mission. In that sense, it's not identical, it shows that WCP has less gameplaying depth then FS2.
I don't think, personally, that this is extra depth - it sounds to me like you're just throwing more stuff at the player and claiming the mission is more complicated because of it.
Regardless of whether this is extra depth or not, however, I feel obliged to point out that WCP is not deficient in this regard - there may not be any missions where the Midway helps you take out an enemy capship (except for the plasma gun mission), but there certainly are missions where enemy corvettes work together with enemy bombers and fighters to take out the Midway. There are also missions in SO where enemy cruisers work together with enemy bombers and fighters to destroy a space station.
Aside from mentioning the Fraltha dual coverage mission in SO1, other capships assist you in certain missions, and not all capships are invulnerable to gun attack- you can still take corvettes and transports with guns.
You greatly overestimate WC2 - all those missions where capships assist you, the friendly capships are actually invulnerable. WC2's scripting capabilities were extremely limited - but they were used in every capship battle.
(and as for taking out corvettes and transports with guns, there are corvettes in WCP and SO that you can take out with guns)