Game Discussions Star Citizen Discussion Thread v12

Sorry, I hesitated before puting him in, but I wanted to mention someone with despotic, obsessive and chaotic way of creating. But with far more talent, purpose and vision than Chris Almighty.
 
Sorry, I hesitated before puting him in, but I wanted to mention someone with despotic, obsessive and chaotic way of creating. But with far more talent, purpose and vision than Chris Almighty.


Yeah fair play, he does have a 'Make that jungle more Bolivian!' aspect to him ;)
 
Hey, you take Werner out of there! He's the right kind of lunatic ;)

If anyone wants an absurd indie-docu-drama invocation of an alien world using the arctic depths, then I can pretty much recommend The Wild Blue Yonder:

Source: https://www.youtube.com/watch?v=pksyIwiP2Cs


It's not perfect, or his best, and I seem to remember the NASA talking heads during the 'flight out' are poorly handled. But the other-wordly-ness of the underwater realm is good overall I'd say. (It's more one for alien vibe than space facts ;))

Brad Dourif?! Sold!
 
On the topic of the various Dunes I'm glad Jorodowski never got to make his version. A lot of people say how great it would have been, but my feeling is it would have been abysmal. Lynch's movie, and i know he disowned it, but for me is a masterpiece. Yeah, it deviated a lot from the book in many areas, but the casting was fantastic and it has so many quotable lines. Even the idiotic ending has the "And how can this be? For he is the Kwizatz Haderach!" line. Not to mention the music and sets.
 
On the topic of the various Dunes I'm glad Jorodowski never got to make his version. A lot of people say how great it would have been, but my feeling is it would have been abysmal. Lynch's movie, and i know he disowned it, but for me is a masterpiece. Yeah, it deviated a lot from the book in many areas, but the casting was fantastic and it has so many quotable lines. Even the idiotic ending has the "And how can this be? For he is the Kwizatz Haderach!" line. Not to mention the music and sets.

Agreed. And imho, a lot of the aesthetic is spot on. Not all of it (ornithopters not being ornithopters, harkonnens weird heart valves, gas-filled NBC suits Sardaukar...), but the antique tech, the architecture, the stillsuits, the Bene Gesserit, the Guild misfits, the oppressive sandstorms, the dust clouds around harvesters...

By comparison, the TV miniseries follows the books almost to the letter, but the costumes/settings just make me want to cry (the diagonal Harkonnen camera, the fairy Bene Gesserit who flap their hands to try and get the robes to flow like in the Lynch movie...).

Looking forward to the new one, possibly a best of both worlds.
 
Agreed. And imho, a lot of the aesthetic is spot on. Not all of it (ornithopters not being ornithopters, harkonnens weird heart valves, gas-filled NBC suits Sardaukar...), but the antique tech, the architecture, the stillsuits, the Bene Gesserit, the Guild misfits, the oppressive sandstorms, the dust clouds around harvesters...

By comparison, the TV miniseries follows the books almost to the letter, but the costumes/settings just make me want to cry (the diagonal Harkonnen camera, the fairy Bene Gesserit who flap their hands to try and get the robes to flow like in the Lynch movie...).

Looking forward to the new one, possibly a best of both worlds.
Done by the dude that did Bladerunner 2049 (Denis Villeneuve) so should be good.
 
That said and back on topic with Sqn 42 and SC...Sqn 42 is a dated concept of an interactive movie
Is GTA5 solo not also an interactive movie ?


I could bang on for ages about movies vs games as mediums, and whether they can be meaningfully blended.

In fact I will ;)

The two formats are essentially diametrically opposed. In a game you are the agent. In a movie someone else travels to a pre-determined end. If a game's story is equally set in stone, how do you give your player meaningful agency? If the player can alter the story, even if only in timbre, how the hell do you provide the assets and code to convincingly lay out all the alternate branchings?

This is the hard problem of game narrative. Yes you can make players care about characters. You can deploy narrative reveals, reversals and jump-scares, and other tricks of the trade to emotionally involve the player. But these moments are rarely enmeshed in or influenced by the actual gameplay. They can happen around you, they can happen in cut-scenes. But they're mainly something that happens when you're not playing the game.

Only skilled and dedicated game devs have even approximated an 'artful' solution to this conundrum. Not just entertaining you with a story, but giving you the impression of being personally involved and influential within its twists and turns. I'd tip my hat to RDR in particular in this regard. Because R* used a fundamentally sneaky trick there. They gave in completely to the problem of a railroaded narrative, and just embraced it. You had no choice in the story, but it made sense.

They took the big brash tropes of the Western genre, and co-opted the 'bad guy outnumbered by the badder guys' motif. It made sense that you couldn't change the key junctures of your life, because they were dictated by bigger forces. They brought it all to a head with the final unwinnable 'Cassidy & Sundance' style shoot out. You didn't have a choice in that, even if your character appeared to. You came to realise that the scenario was unwinnable, even with all the top abilities at your disposal. That's crap for the character, and it's crap for the player (if striking and cinematic to realise in the moment). And then you came to understand why he chose to walk into that trap. And you forgave being railroaded into a dead end. (And with your standard computer game rebirth from this death came the extra twist. Not just the revenge of the son, but your own revenge. For the death of a character that you'd come to identify with. Yourself ;). I'd liked playing as John Marston dammit! When the time for retribution came, I went from my usual 'shoot the gun hand and let them go' quick draw routine, to putting 6 shots into that 'bad guy' heart without a beat, despite the greyscale morality painted all around. And that also wasn't a choice. The game was going to make me do it one way or the other. But I did it that particular way, and it sure as hell felt like one ;))

Chris just doesn't seem to be engaged with any of the hard problems there. His conception of why games are a good fit for the movie treatment does sound dated. He's excited by the idea that you can recreate the appearance of a movie with modern technology. And he's up for plenty of world-building in the sense of lore and backdrop assets. Which is all fine. But the excitement seems to dissipate completely when it comes to the hard problems. How do you deliver a narrative in an interactive environment? How do you make cut-scenes an adjunct to the game world rather than an impediment to them? How do you allow agency to affect plot? Or at least have the illusion of it? How do you get the player to care about their role and the broader arc of the story simultaneously?

There's not a peep. No apparent perception that those are challenges at all. No discussion of technical or conceptual approaches. (And no, the ability to walk away from a conversation doesn't count ;)).

Instead, all you'll see is lots of this type of thing from him:

The quiet moments, maybe just a reaction shot or an image can be more emotionally powerful than a two page long speech. There is a level of maturity to the emotion and storytelling that I learn from film that I would love to bring to games. A level that I think is now possible with the advances in technology allowing for more sophisticated visuals and audio, which allows you to deliver some of the details that make a film work. One of my big goals in Hollywood was to try and build the same sense of world that I did in my game worlds, and I'm very proud of how much of that I was able to do on these projects. The last film I produced, a science fiction film called Outlander, is a great example of this. I helped make sure we did a truly exceptional amount of pre-production, really building all the details of the world in just the same way we used to at Origin. And I would say that I learned a lot in the process that we're going to bring to Star Citizen. One of my immediate takeaways there was that I needed to use the same kind of exceptional talent you find in Hollywood to create the feel for the Star Citizen world. So we've brought in some amazing concept artists from the film world, Ryan Church (who worked with me on Outlander), Jim Martin and others, to help make sure Star Citizen has a truly classic look to it.


As a snarky bonus, here is a quiet moment from Outlander ;)

Source: https://www.youtube.com/watch?v=IUZY9SsbpF4



I think when you take stuff like the above (of which there is loads), Chris's movie output to date (where he had creative input), and that accursed script all together... The odds of them pulling off a Rockstar are... low. Let's put it that way ;)
 
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As a snarky bonus, here is a quiet moment from Outlander ;)

Source: https://www.youtube.com/watch?v=IUZY9SsbpF4
A particularly good pick since…
Kotaku UK said:
Within a few years, his production company had churned out a slew of mediocre popcorn flicks, such as Lord of War and Lucky Number Slevin. His pride and joy, however, was the sci-fi movie Outlander.

“One of my big goals in Hollywood was to try and build the same sense of world that I did in my game worlds […] Outlander is a great example of this. I helped make sure we did a truly exceptional amount of pre-production, really building all the details of the world in just the same way we used to at Origin. And I would say that I learned a lot in the process that we’re going to bring to Star Citizen,” Roberts told Gog.com in 2012. The only problem with Outlander — apart from the fact that critics considered it an entertaining train wreck, at best — was that it grossed $7 million, having cost $47 million to produce.

Source.
 
How do you get the player to care about their role and the broader arc of the story simultaneously?

A 500 or 5000 dollar investment will do the trick :) In this regard CR doesnt have to worry. He already has those fishes on the hook, regardless what he does or how the game turns out to be. Even if people will ultimately judge the game as "bad" or "inferior" whoever has any money sitting on it will play it in order to get the most out of the money already spent
 
A particularly good pick since…


Source.


Yeah same GOG source ultimately ;)

I genuinely enjoyed Outlander, as so-bad-it’s-good fare. I wondered at the time who the hell had made this film. How had they managed to lavish so much physical production, with such tone-deaf deployment, on such a cavalcade of bad ideas?

And now I know ;)
 
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For the quote itself, yes. It's the extended context and analysis that brings the point home though: for all his bluster, he's just objectively bad at the job, and he's prone to exaggerating his own contribution to any project he touches.


Yeah fair play. I just assumed everyone knew it had bombed horribly for some reason ;). And that his production roles were mainly hands off creatively. (Outlander did seem to be one where he burrowed into active production as much as he could though).
 
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I think so, yes. Between the four production companies that aren't “presenting” the film, Chris and Ortwin cover three of them. He still only has a (non-executive) producer credit himself, though, so his decisions couldn't have carried that much weight on the whole.
 
I think so, yes. Between the four production companies that aren't “presenting” the film, Chris and Ortwin cover three of them. He still only has a (non-executive) producer credit himself, though, so his decisions couldn't have carried that much weight on the whole.


Yeah I’m basing it more on the way he talks up his input with Outlander compared to the big hitter titles. Haven’t heard him try it on with them so much, other than name-dropping. (Plus as a bonus this press release for Outlander was full of similar nudges...)

When Producer Chris Roberts first read the OUTLANDER script (and Tatopolous’ Moorwen design), he wanted to begin the conceptual work on the film immediately. Executive Producer John Schimmel brought on Barrie Osbourne, one of the producers of LORD OF THE RINGS and THE MATRIX, who in turn brought on his LOTR art director, Dan Hannah. Roberts then made the bold move of investing in the development of concept art long before financing was in place and hired Ninth Ray Studios to work side-by-side with Hannah, according to Schimmel. In 2005, Ian McCaig, the man who designed Darth Maul for George Lucas, had joined with several key concept artists who had worked together on such notable films as the STAR WARS prequels, SPIDERMAN 2, LEMONY SNICKETT - A SERIES OF UNFORTUNATE EVENTS, and HULK, to form Ninth Ray, the unique art-based story development and production company. „It was a rare step, on a film with no financing, to spring for the best artists we could find - this was a huge price tag for a small company like Ascendant. The rest of the film was made on a budget, but between Tatopolous and Ninth Ray and Dan Hannah, who was a fantastic addition, both artistically and spiritually, we had the best in the business,” recalled Schimmel. „

For twelve intensive weeks, Ninth Ray Studios produced storyboards, artwork, set design, costume design, props and animatronics,” said McCain. „The results were staggeringly beautiful. We effectively had a blueprint for our movie and Ninth Ray set the bar very high. The art worked to get the financing and to attract the actors.”


Very Chris ;)


Haven’t stumbled on similar for Lord of War etc
 
Well, for one, Lord of War was a competently made film with actual talent attached to it, so the probability that Chris did anything more than pitch in some investment cash to buy himself a producer credit is pretty much nil.
 
So we've brought in some amazing concept artists from the film world, Ryan Church (who worked with me on Outlander), Jim Martin and others, to help make sure Star Citizen has a truly classic look to it.
So why does SC look so utterly derivative and artless? Every interior looks like "generic grimdark sci-fi interior #23", every ship is "generic form-over-function, rule-of-cool space ship #17", every armour set, every weapon etc. There are zero iconic designs in the game, outside of unintentional classics like nipple jets or spaghetti monsters.
When Roberts says "classic", he means "a third-rate imitation of someone else's genre-defining movie from 40 years ago."
 
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