~~ CAVEAT: This thread isn't about whether or not a 'walking about' expansion is roadmapped, likely, or desired by yourself personally. Plz argue about those things in another thread of your choice
~~
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Premise: Design or tech work from The Outsider may be revisited in a 'Legs' expansion:
Here are some Braben quotes that touch on this:
Background: What Was The Outsider Intended To Be?
TLDR: It was an 'Elite style' open world, with stealth & action options. Story NPCs with simulated 'motivations and aims' would, allegedly, allow players to chose their point of interaction, rather than being locked strictly into a linear 'cut scene' narrative.
Press Release:
Braben interview with CVG:
Insider talking to Joystiq:
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Two Broad Takeaways:
Aspects That Might Translate to a Proc Gen Open World?:
Obviously the lack of central narrative rules out the '3 main choices' they float above. But possible overlap exists in:
Stuff like that seems within the bounds of the possible. I guess we'll see if the art of the possible actually happens
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Premise: Design or tech work from The Outsider may be revisited in a 'Legs' expansion:
Here are some Braben quotes that touch on this:
We will do Elite 4 after Outsider, so it will benefit from everything we've done in Outsider. In Elite, you were a spaceship, to move on to be a person, so many other things have to happen. Apologies for it taking so long, and I really mean that, but it's a game dear to my heart, and I don't want to do it badly. (source)
I have never seen Elite as (just) a space trading game - it is way more than that - even though I realise this is how it has been classified since. What we plan to with Elite 4 is quite different, and much of what we are doing in Outsider will feed into that. (source)
chuan (reddit): Given the unfortunate fate of the shelved "The Outsider" project at Frontier, is is likely that some of the ideas for the project might find their way into ED?
David Braben: Like with all our games, the technology is shared, so many elements have already been re-used in other games, and in Elite: Dangerous too, and perhaps more so, once you can walk about. (source)
Background: What Was The Outsider Intended To Be?
TLDR: It was an 'Elite style' open world, with stealth & action options. Story NPCs with simulated 'motivations and aims' would, allegedly, allow players to chose their point of interaction, rather than being locked strictly into a linear 'cut scene' narrative.
Press Release:
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" bang up to date.
The game radically enriches the player's experience by abandoning the traditional, prescriptive, mostly linear story of current generation games, and replaces it by simulating characters' motivations and aims.
Braben interview with CVG:
How did you first get the idea for the game?
David Braben: As with "Elite", I wanted a back story that did not dictate where the player has to go next; I wanted the player to have their options truly open to carve their own path through the world. Of the many scenarios we considered, I think this one works best.
The 'character-driven non-linear' game mechanic sounds fascinating, how will
this work in practice? How will it directly affect gameplay?
David Braben: It brings a great deal of freedom to the player - moving away from the gameplay-cutscene-gameplay-cutscene format, which gives the player little choice but to follow the proscribed path, and it avoids the uncomfortable problem where you might go to a location to meet a character - but the character doesn't yet exist as the cut-scene hasn't yet played.
With this new approach all the characters exist in the game from the start, and their future actions are not pre-determined - their involvement can be pre-empted by the player, making for some interesting gameplay mechanics second-guessing what is going on, and novel replay value. If you're a contrary gamer like me, who is always wanting to go down the side route, to shoot the character giving the long speech-to-camera, to do the unexpected, then this is the only way forward.
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"Outsider will offer a visceral combat experience with high tech weaponry or a more stealthy infiltration involving manipulation of the organizations arrayed against you, or combine those two elements so that you get a more diverse playing experience. One without the other would feel an empty experience before long. There is a further mechanic arching over this - one of intrigue and plotting - exploring the rich story behind your betrayal."
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"The game will of course offer gorgeous graphics - which we all expect on fifth generation titles - but more importantly it radically enriches the player's experience by abandoning 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 in a way that has not been seen before - each player will get a truly unique, sophisticated, visceral experience rather than simply switching between 'good' or 'evil'."
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"I think improvements in the way characters behave are going to be a key change. How many games out there now can you walk around with a gun held out, and none of the game characters bat the proverbial eyelid? Even when you shoot the guy next to them!"
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"Currently there is little characterisation in games, other than that delivered in the story dialogue and/or cut scenes. By this I mean the character cannot in general be tested by the player other than in utterly superficial ways like how quickly they shoot back at you."
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NB: I can only recover the first page of the original article, but it seems the pull quotes are accurate
Insider talking to Joystiq:
There were some clever twists with disguises, and how the civilians behaved around you. Some really clever AI (or the illusion of cleverness if you like).
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Two Broad Takeaways:
- The Outsider's proposed tech seems quite peculiar and experimental. And designed to do something new with the open world format.
- There may well be frustrated ambitions there to finally realised this tech, particularly within the ED world, as planned.
Aspects That Might Translate to a Proc Gen Open World?:
Obviously the lack of central narrative rules out the '3 main choices' they float above. But possible overlap exists in:
- Having NPCs be persistent, able to be 'interrupted' in their daily schedules? (Could this work for the current persistent mission givers? Could it be extended to mission targets?)
- Being able to chose broader approaches to missions or personal objectives? IE choising between stealth, going 'loud', and taking a more 'geopolitical' approach to disrupting an organisation?
- Using disguises to blend in with minor factions arrayed against you? For infiltration?
Stuff like that seems within the bounds of the possible. I guess we'll see if the art of the possible actually happens
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