Consequences
This is not my idea, but rather Mr Braben's himself! Way back in 1992 I remember being transfixed by the potential of this plan of his, featured in a preview for Frontier in the old Amiga magazine ‘The One’:
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“The point of this game is pretty much the same as the previous one, but trading is now very much a backdrop. The idea is that the whole game will be like a running adventure where every action of the player will have a consequence. So for instance, if a ship is owned by a cruise line running regular services and you blow it out of the sky, the company will notice that it’s not reached its destinations and send assassins after you for revenge.”
“There are lots of individual characters that the computer constantly keeps tracks of and it will generate new ones to replace that have been killed,” explains David. “There will continuously be new ones added, just to keep the game changing. So although there will be a large body of characters that you will deal with, you will always see some people disappear and new ones arriving.”
As to how many of these supporting players there will actually be, David is unsure. “It’s a non-specific amount of the moment, mainly because of the memory they take, but it’s likely to be somewhere in the region of a thousand. It’s quite a lot.”
It would have to be, with David planning to have every single ship in the game piloted by a real character – there are no ‘drone’ ships that are there simply for the sake of it – with possible far-reaching repercussions each time you shoot one down in combat. “The thing that is a bit of a variable between now and when the game is completed is just how much of that is implemented,” he explains.
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This vision of his way back in 1992 is consistent with preview information about The Outsider:
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Several key proprietary technologies, which Frontier has been developing for some time, make their debut in The Outsider and bring the sort of freedom of action first seen in Elite up to date. The developers claim that the game abandons the traditional, prescriptive, mostly linear story of current generation games, and replaces it by simulating characters’ motivations and aims. This gives the player genuine freedom to change the story outcomes. Frontier Developments says that each player will get a unique experience rather than simply switching between ‘good’ or ‘evil’. In an interview with the Gametheoryshow, Braben said that it is this level of freedom that will demonstrate what it is to be a "next-gen" video game.
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As such, I think those old Frontier previews hold a lot of clues as to what Elite IV will be aiming for now that the 512k memory restrictions of the Amiga are removed. If this is the case... then it’s going to be mind blowing.
Imagine all of the pilots having a history, an allegiance, an agenda, an opinion of you, a trustworthiness, a favour to ask, a grudge to settle, a nemesis, a sense of fear...
Just like life, if you keep out of trouble then for the most part trouble should keep out of your way, allowing the game's experience to reflect the player's style. More interested in trade than combat? Then don't upset the locals. This technique could see you even able to slip through the least stable systems unnoticed more often than not. But if you start causing problems then you could be finding yourself running into enemies even on the Sol to Barnard Star run.
Imagine rescuing the crew of a stricken freighter in space and befriending the rescued pilot, swapping trade tips and smuggling information over a period of game-months. Imagine the sense of loss upon hearing that they had been assassinated, then taking it upon yourself to track down their killer...
And all of these experiences, along with the characters you interact with, would be largely unique to you. Wow!
This is not my idea, but rather Mr Braben's himself! Way back in 1992 I remember being transfixed by the potential of this plan of his, featured in a preview for Frontier in the old Amiga magazine ‘The One’:
---
“The point of this game is pretty much the same as the previous one, but trading is now very much a backdrop. The idea is that the whole game will be like a running adventure where every action of the player will have a consequence. So for instance, if a ship is owned by a cruise line running regular services and you blow it out of the sky, the company will notice that it’s not reached its destinations and send assassins after you for revenge.”
“There are lots of individual characters that the computer constantly keeps tracks of and it will generate new ones to replace that have been killed,” explains David. “There will continuously be new ones added, just to keep the game changing. So although there will be a large body of characters that you will deal with, you will always see some people disappear and new ones arriving.”
As to how many of these supporting players there will actually be, David is unsure. “It’s a non-specific amount of the moment, mainly because of the memory they take, but it’s likely to be somewhere in the region of a thousand. It’s quite a lot.”
It would have to be, with David planning to have every single ship in the game piloted by a real character – there are no ‘drone’ ships that are there simply for the sake of it – with possible far-reaching repercussions each time you shoot one down in combat. “The thing that is a bit of a variable between now and when the game is completed is just how much of that is implemented,” he explains.
---
This vision of his way back in 1992 is consistent with preview information about The Outsider:
---
Several key proprietary technologies, which Frontier has been developing for some time, make their debut in The Outsider and bring the sort of freedom of action first seen in Elite up to date. The developers claim that the game abandons the traditional, prescriptive, mostly linear story of current generation games, and replaces it by simulating characters’ motivations and aims. This gives the player genuine freedom to change the story outcomes. Frontier Developments says that each player will get a unique experience rather than simply switching between ‘good’ or ‘evil’. In an interview with the Gametheoryshow, Braben said that it is this level of freedom that will demonstrate what it is to be a "next-gen" video game.
---
As such, I think those old Frontier previews hold a lot of clues as to what Elite IV will be aiming for now that the 512k memory restrictions of the Amiga are removed. If this is the case... then it’s going to be mind blowing.
Imagine all of the pilots having a history, an allegiance, an agenda, an opinion of you, a trustworthiness, a favour to ask, a grudge to settle, a nemesis, a sense of fear...
Just like life, if you keep out of trouble then for the most part trouble should keep out of your way, allowing the game's experience to reflect the player's style. More interested in trade than combat? Then don't upset the locals. This technique could see you even able to slip through the least stable systems unnoticed more often than not. But if you start causing problems then you could be finding yourself running into enemies even on the Sol to Barnard Star run.
Imagine rescuing the crew of a stricken freighter in space and befriending the rescued pilot, swapping trade tips and smuggling information over a period of game-months. Imagine the sense of loss upon hearing that they had been assassinated, then taking it upon yourself to track down their killer...
And all of these experiences, along with the characters you interact with, would be largely unique to you. Wow!