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#61 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,739
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Quote:
![]() Is he so much deep in the programmer side (of the moon), that he lacks any (storytelling) creativity? Frontier is not even full disk on Amiga (I think it's only like 300-350kb), and he, and his team could easily create campaign of 15-20 missions.. they could be just like combination of regular (bulleting board) missions, just connected, with some twists... mission briefings could be just plain text... and that way all players would feel so much more immersive to the world... and it would take... maybe 10-15 kb more (even that might be too much). You mention Civilization. That game have very clear goals. Survive, or beat everyone, or build Un, or build a spaceship. |
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#62 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,503
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#63 | ||
Registered User
Join Date: Dec 2015
Location: lilura1.blogspot.com
Posts: 77
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Quote:
But in space-traders and space combat flight sims, I prefer open-ended and non-linear to story-driven. That way, I can write my own campaign. Quote:
And most veterans of Civ games don't want their campaign to end... but of course, Civ is subject to the harsh taskmaster known as Time, whereas Frontier is not. In Civ you've got global warming, a space race and looming nuclear warfare. |
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