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Topic: Paul and Fred discuss SC2's development (Read 7088 times)
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PRH
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Awesome! The article shows us a piece of art that didn't make it into the game or the manual - the destruction of Syra.
And by the way, Paul's desire to give SC2 at least some degree of scientific accuracy paid off. I still remember catching a glimpse of the periodic table in a chemistry classroom at school and seeing so many familiar names that I remembered from SC2 - the lanthanides especially.
And before anyone asks, I was smart enough to understand that Tzo crystals didn't exist in the real world. The name itself is kinda a giveaway.
By the way, I wonder what that SC1 ship balance chart in CGW was based on. It seems so wrong based on player vs. computer battles, where the Mmrnmhrm just owns everything, though that could be chalked up to the AI being completely braindead. I have no idea what SC1 games are like in player vs. player matches, especially the full game.
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« Last Edit: October 24, 2018, 12:50:18 pm by PRH »
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Krulle
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*Hurghi*! Krulle is *spitting* again!
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Indeed. Awesome!
And indeed, TZO crystals were obviously not existant. There are other things named in-game where I thought "really?", but hey, it's fiction. And fiction does not need to be accurate. Playability trumps scientific correctness (to a degree).
Thanks for the link, Mormont! I would've missed it otherwise. (Pity Fred and Paul didn't link it on their twitter.... But then again, I fear Stardock will simply claim absolute fraud of FF and PR for naming themselves the creators of Star Control at the start of the video. And misuse of the trademark owned by Stardock, and the accompanying alleged "goodwill" which allegedly also only belongs to Stardock.)
About the content:
Hey, in the video Paul named the rainbow planets "alien waste dumps"... Did he give that information to the SC3 writers, or did he take it from there? Oh, and I LOVED Fred's keyboard configuration tool with the key jam tester. I used it to reconfigure so many keys in other games by testing the keyboard jamming in his tool and then setting the keys in the other games. So far my comments from the video, the article itself: love the gimmick of Fwiffo being on the photo, under the desk. I find the flow diagrams very interesting. 4th image (ZEX/Vux): were you really able to get the maidens by destryoing enough Vux ships? Well, in the draft material you were, but in the game not anymore....(AFAIRemember - I remember having tried that route, and gave up after some 25 one shot kills from my BumpingTool) "3DO port next to Archon": Paul Reiche's name is spelled wrong... It may be Paul Reiche really never created Star Control, and that he just got someone with a very similar name to move aside for him to take credit... Only the very last image of the SC2-game images (series starting with an Arilou) makes a reference to the new game GotP... I presume the article only contains so many of the original design materials because FF and PR had digged them out for the courtcase anyway.
But in gathering the footage for this video, we realized that Fred and Paul were a veritable fount of '90s game design stories and that the two of them are connected in a fascinating web to a bunch of other influential developers of the era. There was no way we could pack all of this into a single video, and so we're deep in production on another video piece we're tentatively calling "Six Degrees of Star Control," which we expect to have done in a few more weeks. can someone be so kind to link it here when it gets published? Thanks in advance!
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« Last Edit: October 24, 2018, 12:45:30 pm by Krulle »
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Krulle
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*Hurghi*! Krulle is *spitting* again!
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Thanks, PRH. Forgot that the Spathi were giving you access to their waste disposal, but being helpful, forgot to mention where to find them.
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Zanthius
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Very nice interview... I like how they first had made the ships as different as possible and then tried to figure out what kind of species would fit the ships. Sounds like a very smart strategy.
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« Last Edit: October 24, 2018, 12:50:54 pm by Zanthius »
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rosepatel
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Really enjoyed this. You can tell there's a lot of really interesting ideas that never made it into the final game. I wonder how many of those were because they weren't fun or interesting in practice, and how many were just too tricky to implement. I wonder if P&F have any more ideas up their sleeves, 30 years later.
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Krulle
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*Hurghi*! Krulle is *spitting* again!
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Most scientists believed so, just because of sheer math probability.
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Krulle
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*Hurghi*! Krulle is *spitting* again!
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Most scientists believed so, just because of sheer math probability.
What do you mean? Probabilities are based upon frequencies in randomized subsets generalized to larger sets. Since we didn't know anything about the probabilities for exoplanets in a randomized subset, how could we determine the overall frequency of exoplanets? It is the same with life now. Since we don't know the frequency of life from a randomized subset of planets, we cannot necessarily estimate the frequency of life in the universe. We knew of one system enough to say it does have at least 9 planets. (back then it were nine)
Of billions other solar systems we knew not enough to exclude the existence of planets.
If we had done a linear extrapolation, the result would've been much more massive than what SC2's systems show us.
But how likely would it have been that all the billions systems out there have a total number of planets smaller than our system has?
Math probability dictated that there are billions of systems out there having planets. The real question always was how many would be able to support life, and how many of those would be able to support intelligent life, and how many of those would be able to interact in a meaningful way with us.
it annoys me time and again how you seem to attack those statements, which are quite easy to deduct. But I fear that's just my perception because this is a words only, and not face to face.... Sorry for the rant.
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« Last Edit: October 24, 2018, 08:05:55 pm by Krulle »
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